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====Wargear==== Most Inquisitors (unless you're Esienhorn, who has his own FNP, and Karamazov, now with a 4++) from the November WD update come standard with a refractor field for that sweet 5++ now. Due to the FAQ, if you're an unnamed Inquisitor, you get a melee and a pistol ''or'' ranged weapon - no double pistols, double melee, double ranged, or pistol and ranged combinations, the last of which may be the strangest absence. <div style="margin-left: 1em;> =====Pistols===== *'''Bolt Pistol:''' Comes standard on Inquisitors, although for some reason Acolytes start with a laspistol and can (and should) swap this for free. Eh, it's free. Auto buys for Acolytes if you do not plan to buy another pistol; note that your Inquisitors should automatically swap this out for the free boltgun if you don't want to spend points on their gun. *'''Inferno Pistol (Inquisitor Only):''' More of a melee weapon than a gun, with only 6" range, but feel free to blast that marine in the face with S 8 AP-4 D1d6, rolling two dice for damage within 3" and discarding the lowest. Really, blast that Space Marine in the face. Bonus points for killing his friends with Ork Snipers. Also looks really cool. The big downside is the shitty range; it's half the cost of a meltagun, sure, but you have to get ''incredibly'' close (to within grenade range, in fact). ** If you ''do'' manage to get within range, this pistol will outperform any of the others against almost any target, even if you're willing to overcharge the Plasma Pistol, and it doesn't need to be within 3" for that to be true. Still, since you should always be Falling Back with your Inquisitor when able, you really shouldn't take this - assuming you can get your Ordo bonus, just about any of the non-Pistol guns will serve you better. *'''Laspistol:''' Comes standard on Acolytes for no reason, and is a bolt pistol but worse, to see if you're paying attention. Just swap it out as soon as you see it. *'''Needle Pistol:''' Wounds everything except vehicles on a 2+. No AP to speak of. Probably best to pass. Pretty cheap, though. ** Note: with their cost and the wounding on a 2+ this might be the only (albeit niche) pistol pick for acolytes; {{W40kKeyword|Monster}}s have average saves. Still, it will struggle to outperform your other options, since it has the lowest possible rate of fire, AP, and damage. *'''Plasma Pistol:''' Once again Quarry will let you re-roll those dangerous ones, so feel free to overcharge. Also good for close combat, like the inferno pistol. Have fun when you imagine jamming your pistol down a heretic's throat and letting it go. Less than half the cost of a plasma gun for half the shots at 12" and no shots at farther away than that, though, and like with the inferno gun, suffers from costing enough to make the bearer a poor tarpit. </div> <div style="margin-left: 1em;> =====Ranged===== *'''Boltgun:''' Bog-standard gun. You won't ever take this except for the times that you can't afford anything better, because it's free, but less points efficient than a storm bolter. Potentially interesting for keeping an Inquisitor cheap, since they come with frag and krak grenades, which are also free and can be readily spammed since an Inquisitor is a 1-model unit. This weapon is why your Inquisitors have no excuse at all for carrying a bolt pistol. **'''Condemnor Boltgun (Inquisitor Only):''' A default bolter that does D1d3 if the target is a {{W40Kkeyword|psyker}}, and can only be taken by Inquisitors, and costs a point. Hot garbage; the number of targets against which this will outperform a Storm Bolter are so few they can safely be ignored (psykers with 3 or more wounds only). **'''Storm Bolter:''' Strap two bolters together. Good for lots of weak shots, but then you could take a combiflamer for assault, or an incinerator. This thing's advantage over those is the range (and its ability to be taken by acolytes, for whom it's very compelling, given how cheap it is). A better option for Acolytes than anything else except for combiplasmas, depending on your target, assuming your Ordo bonus is up. *'''Flamer:''' Default Assault D6 strength 4 gun, but badly overcosted compared to a combi-flamer, or, if you have your Ordo bonus up, a Storm Bolter. Just don't take this. **'''Combi-Flamer:''' This should be your go-to choice over a Flamer if you want to provide a unit of Acolytes with some charge resistance, or you want maximum anti-GEQ dakka and may not have your Ordo bonus available (the Storm Bolter will outperform it otherwise). It's a flamer with a bolter strapped to it for 2 additional points that fires the bolter shots too at a -1 penalty (so no loss of accuracy in Overwatch). **'''Incinerator (Inquisitor Only):''' 8" Assault 1d6 S6 AP-1, auto-hits. Can't be taken on acolytes. This seems tailor-made for annihilating GEQ, wounding T3 on 2+ and negating half their armor, but usually, only 3.5 of them will be hit. This gun is actually decently costed over a Heavy Flamer, because its +1S is paired with being able to shoot it after Advancing, and is worth considering for your Inquisitor, but its still-steep cost is absolutely worth noticing. *'''Hot-shot Lasgun''': Better AP but one less strength than the Bolter at 18" range. Absolute garbage given its point cost (4 points to the Bolter's 0, or the Storm Bolter's 2). If you want to field this weapon, just use actual stormtroopers, they have better rules and statlines. *'''Meltagun:''' Short-ranged, but is an assault gun. Not worth its increased cost over a plasma gun. **'''Combi-Melta:''' Spend 1 additional point to add a bolter you can fire instead, or fire both profiles at a -1 penalty. Firing both is only better than the meltagun against very light targets, where you still won't output enough to kill very effectively for your cost; you already shouldn't be carrying a meltagun, but ''definitely'' don't carry this. *'''Plasma Gun:''' This is a combi-plasma without the bolter for the same cost, so just don't take this. **'''Combi-Plasma:''' Since you can use your Ordo and Quarry rules to get re-rolls to hit, the risk of your Inquisition dudes burning their fingers is mitigated, so feel free to over-charge against your enemy if they match your Quarry target, but it's still quite dangerous on an Inquisitor, since it slays without wounding, so you can't make your Acolytes die for you. Lets you fire both the bolter and the plasma gun at -1 to hit, which is only useful against light targets (GEQ, for example), but generally speaking, there are no targets where you both want all 4 shots and overcharging would help, so mix and match between all 4 non-overcharged or just the 2 overcharged one. *'''Psycannon (Terminator Inquisitor Only):''' Heavy 4 Str 7 Ap-1. Only usable by a termi-inquisitor, but not a bad gun for him. Hilariously similar to the Reaper Autocannon, proving that Inquisitors were sick heretics all along... =====Melee===== Melee weapons are more expensive compared to Imperial Guard variants, since you pay Space Marine prices (and currently, ''Index'' Space Marine prices at that), so beware! Best avoided on Acolytes, since they give up a gun to carry one, so primarily of interest on an Inquisitor. *'''Nemesis Daemonhammer (Inquisitor Only):''' A thunder hammer with a different name but the same rules costing an extra 2 points (well, you pay for the brand/prestige to have that =][= on your hammer...I guess??); see below for the discussion of the thunder hammer. Note that Acolytes can take a Thunder Hammer, so the Inquisitor only restriction on this item is meaningless; the only reason to ever take this is on an Ordo Malleus Inquisitor in Terminator Armor, since they're banned from taking the Thunder Hammer instead. *'''Null Rod (Inquisitor/Index Only):''' SU AP-2 D1, D1d3 against {{W40Kkeyword|psyker}}s, and the same cost as a Power Sword. Hard pass - reliably worse than a Power Sword, which you should ''also'' be avoiding. (Now legended) *'''Force Axe, Sword, or Maul:''' Double the price of a Power Weapon to increase its damage to D1d3. You're paying twice as much for less than twice the performance (due to D1d3 being worse than D2 against W2 targets), so never take any of these under ordinary circumstances - the only reason to do so is when you're an Ordo Malleus Inquisitor in Terminator Armor, so it's one of these or the Daemonhammer, or when you have relic (in particular, the Bio-Corrosive Ordo Xenos Relic is best on a Force Sword). Otherwise, if you're willing to pay this much for D1d3, take a Power Fist. *'''Power Maul:''' The best power weapon available to you, all told. S5 is a huge improvement over S3 against many targets, AP-1 is the most reliably useful AP value in a world with Storm Shields, and its cost, a mere 4 points, can't be beat - plus, no to-hit penalty. Just about the only option here compelling enough to replace the Inquisitor's stock Chainsword, and still not good enough to be worth taking on an Acolyte. *'''Power Fist:''' Due to the costs of what can carry this, this is better than a Force Weapon but worse than a Thunder Hammer on anything that can carry this, and it's only worth the effort on an Inquisitor, really. *'''Power Sword:''' Nope. No. Yes, it's AP-3, but you're only S3, and there are an awful lot of targets out there where you can't use nearly that much penetration. Take a Maul instead, if you're willing to drop points. *'''Thunder Hammer''' ''Staggeringly'' expensive; an Acolyte with this should have taken a meltagun, instead, full stop, even before accounting for the better range on the meltagun. Because your Inquisitor is A4 and WS3+, if you have a way to get him into melee, this is normally the most points efficient melee weapon you have available, and in a vacuum, the most points efficient weapon he can carry (ignoring the difficulties involved in getting him where he's going). Since he's rocking an S6, you still shouldn't count on him to do any work with this unless he has his Ordo bonus on. ======Relics====== Unlike Warlord traits relics are restricted to Inquisitors *'''Bio-Corrosive Poisons (Ordo Xenos Only):''' Bearer's melee attacks always wound non-{{W40Kkeyword|VEHICLE}}, non-{{W40Kkeyword|titanic}} units on 2+. Against the targets it works on, this will outperform a Thunder Hammer - take a Force Sword instead, and watch almost anything you're in melee with evaporate. *'''Blade of the Ordo:''' Replaces a Power Sword, granting it D1d3 like a Force Sword, S+1 (so now it's a Force Axe with slightly better AP), and the D goes up to 3 flat against your Quarry target. While this is more points efficient than any Power or Force weapon you can take, it's still not usually better than a Thunder Hammer. *'''Ignis Judicium (Ordo Hereticus Only):''' Replaces an Inferno Pistol with one that's range 12", so it's a meltagun for half the cost, and the melta rule goes off against {{W40Kkeyword|chaos}} or {{W40Kkeyword|psyker}} units even at max range. Provided you get the bonus, this is genuinely your best weapon against heavy targets, but it'll suffer against light ones. There are worse choices you can make, but think carefully before you stick with a normal gun and either a melee relic or a blackshroud. *'''Digital Weapons:''' The bearer gains an additional attack that can only be made with this weapon, which deals a mortal wound when it hits. Because you can combine it with a Thunder Hammer, this makes it the best general-use melee relic you can take. *'''[[Heresy|Tainted Blade]] (Ordo Malleus Only):''' Replaces a Power Sword, and only works on a 2+ you roll the first time you choose the model to fight in the Fight phase; on a 1, the bearer suffers a mortal wound, and can't use this weapon that phase. Note that this means if you make an attack during any other phase, the roll doesn't happen and you swing normally. It has S+3, and the target's failed saves let you explode into attacks that can't explode (so you have to hit and wound and they have to fail the save in order for you to roll to hit again). Worse than the Blade of the Ordo against most targets, largely because it has a 1/6 chance of not only hurting you, but also forcing you to resort to your basic CC weapon. **Alternate take - If you want a 1w infantry killer its not terrible 2+ will go off most of the time and then your looking at 3+ 2+ vs guardsmen or 3+ 3+ then a 6+sv vs SM which will generate 2ish extra attacks on avg. With the added S this outperforms the Ordo blade by more than 50% its only once you get to multiwound models that the Ordo blade becomes better. </div> <div style="margin-left: 1em;> =====Non-Weapon Relics===== *'''Blackshroud:''' -1 to wound the bearer, which is particularly good against sniper rifles, which usually deal their mortal wounds on a 6+ to wound, which isn't possible against this without a +1 or better to counter it. </div> </div> <div style="margin-left: 1em;>
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