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===Elites=== *'''Acolytes:''' These are the models meant to show off the variety of assistants an Inquisitor can have, so you'd expect things like Astropaths, a zealously dedicated crusader, a death-cult assassin, a local Guard or PDF liason, perhaps some Stormtroopers... Nope, they're functionally Guard Veterans with a wide-range of wargear and a bodyguard rule. That's it, the same statline as well, so at T3, W1, and Sv5+, they'll die if you sneeze at them. They start out with one model in the unit with {{W40Kkeyword|Character}}, but they lose that if you take any more models, up to a maximum unit size of six. One upside is the unlimited special weapons that is hilariously deadly when mixed with Quarry. They come stock with a laspistol (that you will trade for a needle pistol immediately) and a chainsword. The chainsword is the item that gets swapped for better melee weapons or a bigger gun. Loyal Servant reads that anytime an Inquisitor within 3" "would lose any wounds as a result of an attack, this unit can attempt to intercept that attack", on a 2+ this unit can lose a model instead of the inquisitor losing the wound. RAW, they can intercept a Tau railgun or IG Vanquisher cannon (damage AND MW's) for only the price of a single model. ** There are three ways to play Acolytes. In one-man units, they retain the {{W40Kkeyword|Character}} keyword, so have them follow around a sufficiently tough friendly unit and have the single Acolyte perform Actions that earn you points. Maxing out on bodies and special weapons (read; plasma guns or storm bolters) combined with some "ignores Look Out Sir" shenanigans makes them the best sniper unit in the game. Finally, Keep them cheap, max out on bodies, and have them be ablative shielding for your Inquisitor. *'''Daemonhost:''' A relatively powerful model, WS/BS4+, S$, T4, W4, and A3, with a 5++ invulnerable save. They fight with unholy gaze (12", assault 1, S8, AP-1, D1, wound rolls of UM6 become D3) and warp grasp (melee, SU, AP-3, D1). At the start of each of your Movement Phases, roll a d3 for their Daemonic Power; 1 grants them M12" and {{W40Kkeyword|Fly}}, 2 makes then regain all lost wounds, and 3 rolls a d6 for each enemy unit within 3" and each 2+ inflicts d3 MW's. They do NOT have Quarry, Authority of the Inquisition, or {{W40Kkeyword|Ordo}}, so they're pretty stunted by having to float across the battlefield. ** Acolytes are more points efficient in melee - for 25pts, three chainsword Acolytes could swing nine S3 attacks to the Daemonhost's three S4, AP-3 attacks. ** An Acolyte with a plasma gun rapid firing on overcharge is also more points efficient when shooting, as it deals a lot more damage, more shots, and more AP. *'''Jokaero:''' Mmmm, monkey. One of the more pitiful statlines in the game, WS6+, BS4+, S2, T3, W3, A2, Ld7, and Sv7+/5++. They still have {{W40Kkeyword|Character}} so can hide behind a screen of anything and their Jokaero weapons hit hard (24", heavy 1, S8, AP-3, D3 or 12", assault 6, S4, AP-1, D1). They don't have Quarry, but they do have Authority of the Inquisition and {{W40Kkeyword|Ordo}}. Their main kicker is the Inconceivable Customisation rule, that randomly boosts one {{W40Kkeyword|Ordo}} unit within 3" with one of the following bonuses on a d3; a 1 allows the unit to re-roll failed hit rolls, a 2 is for failed wound rolls, and a 3 is for failed hit AND wound rolls. These benefits don't accumulate, and units can only benefit from one Jokaero each turn. ** These are best employed in {{W40Kkeyword|Ordo Minoris}} or {{W40Kkeyword|Ordo Hereticus}} detachments, as they have specific targets ({{W40Kkeyword|Characters}} and {{W40Kkeyword|Psykers}} respectively). This means that if your Acolytes are out of range of those targets and thus not getting the Quarry bonuses, a Jokaero can still give them a boost for shooting at something else in the meantime.
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