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==Unit Analysis== ===HQ=== It wouldn't be an Inquisitorial detachment without some Inquisitors, right? On top of the returning characters (apart from the conspicuously absent Valeria), you also have a generic Inquisitor whose Wargear choices are dependent on their Ordo. The generic Inquisitor can be upgraded to a Mastery Level 1 psyker for an additional 30 points. The thing is, Inquisition can roll on Pyromancy, Telekinesis, oh, yeah, and Divination- and that's on top Daemonology (Sanctic). Take a psyker. Cheap access to Divination for whatever army you're a detachment of. You need it. It's good. *'''Ordo Malleus Inquisitor''' - Compared to the other two, he gets Terminator Armor, Incinerators and Psycannons, Psybolt ammunition, Empyrean brain mines, the Hellrifle, the Daemonblade, and Nemesis Daemonhammers. To be flat out honest, he's probably the most well rounded character just as able to wade in with a Daemonhammer and brain mines as he is to sit back and snipe. A close combat guy with a unit of Crusaders, Assassins, and a couple of Priests in a Land Raider can get messy quick, lots of potential to overwhelm people with strength boosting weapons from your cheap access to Power anything. He also is the only one who can get an invulnerable save base. So, there's that. Still, unless you're going against Daemons, his unique half of the warlord table are mostly...er, useless. Daemonblade can be fun, but don't rely on getting something amazing. If you're taking an Inquisitor for an all-comers list, then this should be your first choice. **'''Inquisitor Torquemada Coteaz''' : ''"Torquemada β do not implore him for compassion. Torquemada - do not beg him for forgiveness. Torquemada - do not ask him for mercy. Let's face it - you can't Torquemada anything!"'' [http://en.wikipedia.org/wiki/History_of_the_World,_Part_I] - Completely different from the Daemon Hunters Codex in both fluff and gameplay, but is nonetheless still loved, he's the big bad Inquisitor, with a master-crafted Daemonhammer, a cyber-eagle (an Assault d6 S4 AP- "weapon"),and artificer armor. On top of that, he's a Mastery Level 2 Psyker with access to the Divination, Pyromancy, Telepathy, Telekinesis, or Daemonolgy (Sanctic) disciplines. If an enemy unit arrives from reserve within 12" of him, he and his unit can shoot at it, even if it's not his turn (and it can be done limitlessly. That Space Marine player and his Drop Pod spam is in for a horrible day when he lands within 12" of Coteaz with Hot-Shot Lasgun Acolytes, Servitors with Plasma Cannons and Jokaero), and he can force either player to re-roll to seize the initiative. He comes with the Daemonhunter Warlord trait, giving him Preferred Enemy: Daemons. And the cherry on top? You get all of this for a paltry 100 points. **'''Inquisitor Hector Rex (Forgeworld)''' - This is one buff Inquisitor. Unlike a majority of Inquisitors (well, humans overall), Rex is as strong as your average Space Marine which is shown on his profile with him being S4 (though he remains T3 like the rest of the average humans, a tear shed in pity). Equipped with Artificer armor, Storm Shield, a bolt pistol (No more Psybolts) and a unique Force Sword called "Arias" that requires no worse than a 2+ to wound any Daemon or [[Awesome|Daemon Lord]] and Armourbane against Daemon vehicles, Rex seems like the poor man's [[Kaldor Draigo]] (though model wise he's Draigo's superior, badass looking mofo that he is). He also has Psyker Mastery Level 2 with access to Banishment, Hammerhand, and Sanctuary, Stubborn, and a Hood and Adamantium Will, making him just as good at denying powers. Bare in mind that, RAW, [[RAGE|he will peril on any double roll]] when attempting to manifest one of his Psycic abilities as he lacks the special rule Grey Knights have (emailed FW about this and they said they would try to include it in an upcoming FAQ but in the mean time, forge the narrative!). If you do manage to get Sanctuary off he can become nigh-unkillable with the right Retinue. All he needs is a single Ministorum priest to fuck over any daemon MC with a 2++ rerollable, though adding in some crusaders for cheap 2+ invuln saves w/ sanctuary is never a bad idea. At 175 points, he's not too shabby. Also, fluff wise, this guy is arguably the biggest badass in the Imperium, he fricking flipped off An'ggrath before fighting one on one, and beat him! *'''Ordo Hereticus Inquisitor''' - Compared to the other two, he gets Inferno Pistols, Condemnor Boltguns, Thunder Hammers, Null Rods, and the Psyocculum. of the three he's the choppiest with his two unique guns are a one shot anti psyker cross bow for a bolter, or melta pistol with range just barely longer then the average charge. The thunderhammer is barely a unique weapon as the Malleus get the same thing just with an anti deamon rule (which is somehow cheaper for them), the null rod can chew up psykers, while also being unable to target the inquisitors unit with powers. Generally the Hereticus is good for one thing, killing psykers. But, since more people are taking Psykers as of 7th to utilize the Psychic phase, he's a good pick if you know you're not facing Dark Eldar, Tau, Necrons, or Sisters since all his anti-psyker wargear will do sweet fuck all against them. If you really hate that trolling Eldar player who's running a 'fluffy' Wraithguard heavy list, you can take a Psyocculum and some Jokaero and make him dance for his life. BS10 monkeys can fling some serious shit. In all, he's a bit more situational than the other two but does have a whole bucket of fun tools should your opponent bring psykers en-masse (Grey Knights, Eldar, Chaos Daemons). **'''Inquisitor Karamazov''' - He's no longer a Monstrous Creature anymore, despite his size, but he does have the statline of one, and has a master-crafted multi-melta (that he can fire on the move and assault in the same turn) and power sword, and an orbital strike beacon (that he can fire on a friendly unit to prevent scatter). He also has his "Dread Reputation rule" which means his unit auto-passes a Morale/Pinning test and all friendly units in 12" can choose to auto-pass or fail Ld tests, so he's an expensive but good tool to use alongside Imperial Guard. However, he can't embark on transports and has no Invulnerable save; a single S10 hit is all that's needed to end Krazypantsoff's purges. Which, honestly, [[railgun|you can't really blame the Tau player for enjoying]]. He's an Independent Character, so you can join him with some shooty unit and PURGE EVERYTHING with orbital strikes. Comes with the Witch Hunter Warlord trait giving him Preferred Enemy: Psykers. And he also has a nice set of grenades...at 200 points, you are getting what you pay for. **'''Inquisitor Katarinya Greyfax (Imperial Triumvirate):''' 150 points. She has the exact same statline as normal inquisitors, but has a Master-Crafted Condemnor Boltgun, a Master-Crafted Powersword, and a Psyocculum in addition to her Psyk-out grenades. This makes her worth it up front as an anti-Psyker tool. Moreover, she's an ML2 psyker who can only take Telepathy, but she also always knows a unique power called '''Aura of Oppression:''' WC1 or WC3. The 1 Warp Charge version is a malediction targeting a single enemy non-vehicle unit within 12" which forces a pinning test, which even if they pass they cannot run, turbo-boost, sweeping advance, or fire Overwatch. The WC3 variant is instead a "nova Malediction" targeting ''all'' non-vehicle enemy units within 12". Great in particular at shutting down Tau Support fire bullshit and Dark Angels Supreme Fire Discipline, but grab some Psykers for extra charges. *'''Ordo Xenos Inquisitor''' - Compared to the other two, he gets Needle Pistols, Scythian Venom Talons, Conversion Beamers, Digital Weapons, Rad and Psychotroke grenades, and the Ulumeathi Plasma Siphon. Xenos is...interesting. His gear is exotic, his traits are useful, but only against Xeno codices. Of the three, the Xenos is the shooting inquisitor and of the three he has some of the best guns. Conversion Beamer can be fun, but the poor guy's only BS4, if you're making him a psyker, which you should be, and giving him some Jokaero, you can take Prescience and really lay some hurt on tanks. Little pricey, and you're going to need to drop Prescience on them to make it really reliable. Alternatively you can build one as a nice little addition to a close combat unit. Although he sucks at melee himself, being a puny human, the fact that you can stack all of the grenades on him at once make him fairly useful. If your melee deathstar needs more kick, try adding one of these with Rad grenades, Psychotroke grenades and a Plasma Syphon. He'll add twice as much kick as any other Inquisitor would due to reducing the toughness of all enemy models by 1 and giving you a chance to completely fuck their unit over with Psychotroke grenades. Syphon is a nice addition as if he's in a strong melee unit anyway the chances of plasma weapons being within 12" is fairly high. **'''Inquisitor Solomon Lok (Forge World)''' - This guy had a SERIOUS drop in price to a measly 60, along with some boosted stats over a normal Inquisitor (+1 WS/I) and the loss of his special retinue, though he can still take a generic one which can add Major Durra (another 3-wound character) to it. He's got more grenades (Krak, Frag, and Psyk-Out), psybolts, an MC Power Sword with Digi-weapons, a 2+/5++, and a Skull. He gets a special Warlord Trait that gives his team FNP within 3" of an objective, which makes them a lot more of a pain to remove, if the enemy isn't packing S6+. ***'''Major Markus Durra (Forge World)''' - This guy (who can be either a member of Lok's retinue or replace the head of the D-99 CS) is the head of the [[Elysian Drop Troops]] D-99. He's also got some serious weapons (A shotgun, a heavy Chainsword, and a laspistol, which he can swing at I5, as well as a 4+/5++ and Preferred Enemy (Nids). ===Elite=== You get 3 slots of Elites, and just one thing you can put in them: an '''Inquisitorial Henchmen Warband'''. They're your Inquisitor's band of ragtag misfits; think of them as the Inglourious Basterds ''IN SPACE!'' Under 7th edition, everything is scoring, but even with Coteaz, there's no way to get Objective Secured. You can put 3-12 models of any combination in each slot (plus dedicated transports) for a total of 36 "troops" in your detachment. If that's not enough, remember you can always take more Inquisitorial detachments; they just need an Inquisitor to lead each one. *'''Acolyte''' - They are your bread-and-butter Swiss Army Knife choice. Can be anything from simply worse Guardsmen to I-wish-I-was-a-Grey-Knight. No matter how many points you throw at them, though, they're still just puny humies with 3 WS/BS/S/T. Ask yourself two questions when you kit out an Acolyte: "Could a specialist do this better and cheaper?" and "Should I just throw more bodies at it instead?" Keep them cheap and expendable, and remember that quantity has a quality all its own. Above all, their strength is in their flexibility. If you follow the FOC you get 3 special weapons per Elites slot, for a maximum of 9 per Inquisitor. That's a lot of cheap and relatively tanky melta or plasma without needing to worry about them getting mindlocked like Servitors. It's also nice that you can proxy them with damn near anything. **'''Mystic''' - A living, breathing Locator Beacon. Unless you're planning to 'defensive deepstrike' some guys in Valks using your Grav Chutes, Mystics won't do much for your army. However, they do a great job at helping allied reserves come in better. *'''Psyker''' - Basic psykers to take to bolster your chances in denials and casting, these guys are merely ML1, but get options from Divination, Pyromancy, Telekinesis, Telepathy, and Sanctic Daemonology. Oh, and the squad they're a part of needs 5+ to Deny. There is little reason not to include one of these in nearly every retinue, unless for fluff reasons. A warp charge for a mere 10 points is a better deal than any other dex gets. However, due to Brotherhood of Psykers, they generate powers as a unit, so don't go thinking 3 Psykers in a single unit gets you 3 rolls on a Discipline's table. So, take multiple squads to have multiple warp charges. Unfortunate considering the tax you must pay, but oh well. *'''Daemonhost''' - Fun the same way that Orks are, being unreliable but interesting. 10 points for a D6 table and a 5+ Invulnerable Save. Most useful for ablative wounds and to tank some hits if you somehow did not take Crusaders for that job. Can also be used with a Ministorum Priest wielding the Mace of Valaan to maintain Fleshbane and Armourbane against all comers, which is extremely expensive but funny. **You roll a D6 for each unit containing Daemonhosts at the start of every turn. All DH in the same unit get the result applied to them: ***1 - Reknit Host Form: Feel No Pain. Now, slightly less squishy. ***2 - Warp Grasp: All close combat attacks are AP2. Nice, but you need to have gotten into a position to charge and luck out with this. ***3 - Daemonic Speed: Daemonhost becomes I10 and gains Fleet, which is essentially useless since Fleet is not granted to the rest of the unit. ***4 - Warp Strength: The Daemonhost is now S6. If only you could combine Warp Strength with Warp Grasp. ***5 - Energy Torrent: A 24" S4 AP3 Assault 1 Blast. Nice against MEQ if you do happen to luck out with this. ***6 - Unholy Gaze: A 24" S8 AP4 Assault 1 weapon. Pretty impressive strength, but stupid AP value. *'''Inquisitorial [[Servitor]]''' - Well-armored and start with piercier power fists, but are better when outfitted with heavy weapons. A cheap way to put some plasma cannons onto the field. But there's a catch- if a unit with a Servitor in it doesn't also have an Inquisitor in it, the unit the Servitor is in has a 50-50 chance of being unable to move, shoot, or assault that turn. A good way of dealing with this is just sticking all of them with your optional second Inquisitor HQ or ally Inquisitor. *'''Arco-Flagellant''' - Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser daemons. Can glance most vehicles to death on rear armor in a heartbeat. They're probably better at forcing saves than Assassins, but they're insanely squishy (no armor, and FNP on T3) and only I3. *'''Crusader''' - Come with power swords and storm shields, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, but soak heavy fire and power weapon attacks like a sponge. **With 3++ and power swords these guys will almost always win combat with [MEQ]s, making them incredibly useful against most armies. A unit of 8 With an Eviscerator Priest with plasma and 3 Power armor plasma acolytes can provide a very strong unit. Make sure not to forget that priest, though: the save reroll will come up ~60% of the time which can seriously extend the life of your bullet sponges. *'''Death Cult Assassin''' - If you use Crusaders for defense, you use these girls for attack. S4, 3 power sword attacks (4 on the charge) at I6, and 5+ invuln saves, they can dish out the hurt, but they can't take it. Given how much AP3 they can put out per turn, these girls are strong against MEQ. Incredibly useful against Space Marines. With 4 attacks each on the charge, they even do alright against 2+ saves, provided there aren't too many of them. *'''Ministorum Priest''' - Ported from the Sisters of Battle Codex, and no less potent for it. Zealot gives the unit they're with Fearless and Hatred basically, don't forget hatred!!! Unlike the other henchmen, they are Characters (but not ICs, unlike their Sisters equivalents). Use their Hymns to keep everyone buffed (beware Ld7 though) and give them either an Eviscerator, combi-weapon, Condemnor boltgun, Power Axe or a chainsword and plasma pistol for maximum close-combat effectiveness. Meltabombs are a good investment if you have points to spare. If you want a shooting unit, though, these guys can stay home and preach unless you really need an extra plasma gun or storm bolter, or you want to be able to tarpit in a pinch. ** '''Note:''' If the allies are Sisters, use their priests since they're independent characters and aren't restricted by the Henchmen Squad with up to 5 per detachment. *'''[[Jokaero]] Weaponsmith''' - You can thank the Old Ones for these guys; Space Monkeys that make your guns better! Yay! Also, their digital weapons can function as either a multimelta or a lascannon (and a heavy flamer for painful overwatches), making them one of the few anti-armor units in the codex, and a wannabe obliterator. Unfortunately, they suffer when taken in bulk, due to being expensive and having a mediocre BS3. A good rule of thumb is two or three. Look at the weapon mod tables and mathhammer below to see why taking more than 3 is not a good idea at all. They can be massive force multipliers for each of your squads, and if you throw them with your Storm Bolter Acolytes they can not only potentially give them Rending or epic saves but also some fairly hefty firepower. **Putting five of these in a Chimera allows you to pop out 5 Lascannon shots from the protection of the box, albeit at BS3, but is still quite strong. **Roll a D6 for every unit containing a Jokaero and add 1 for every extra Jokaero in the unit you may have taken: ***1 - Aesthetic Alteration: Jack shit. I hope you took at least 2 Jokaero to a unit, or you're one unlucky sod. ***2 - Improved Gun Sights: All weapons in the unit gain +12" Range. Awesome with most any weapons but meltas and hotshot lasguns benefit the most. ***3 - Reinforced Armor: +1 to the unit's armor saves. Now your Power Armored Inquisitor/Acolytes may as well be wearing Artificer armor. ***4 - Penetrating Ammunition: The unit's shooting weapons gain the Rending special rule. This would be why you want a lot of storm bolters. You've seen what Eldar infantry can do, well, now you can do it too. But better. ***5 - Augmentative Energy Shields: 5++ blanket Invuln for the unit. One of the only ways to get an Invulnerable save on an Inquisitor. Fantastic if you have Arco-flagellants. ***6 - The Works: roll twice more on the table, ignoring duplicates and more sixes. **Take a good, hard look at the "add 1 for every extra Jokaero" rule and the results from a roll of 6. Yup, followup sixes are wasted, and the more Jokaero you have the more sixes you'll get. A big mob of Jokaero can make a sweet heavy weapons team, but they won't be rolling many customizations. Also, keep in mind that having several Jokaero per warband makes certain customizations impossible. Taking two will make sure you never roll Aesthetic Alterations, which is great, but having three means you also can't get the awesome Improved Gun Sights. ***In general if you take more than 3 Jokaero you'll receive diminishing returns on the table, to the point that it can stop being worth it. If you actually want useful bonuses then try to limit it to 2-3 at most and just get more units if you want more Jokaero. ===Dedicated Transports=== This is your main source of big guns, so be sure to get one Dedicated Transport for each unit if you can. Any allies you have will always thank you for one, as of 7th Edition Battle Brothers can take each other's transport. This allows for cheesy combos like 5 allied Ogryns and a Priest in a Land Raider. *'''[[Rhino]]:''' The METAL BAWKSES we all know and love. Cheap, effective, and 2 Fire Points with that psybolt ammo upgrade will help give it a little extra power. *'''[[Razorback Transport|Razorback]]:''' Another Space Marine vehicle ported over, with all the strengths and weaknesses intact. It's a much passed over option, 6 warrior acolytes with 3 bolters and 3 plasmaguns mounted in a Razorback with the stock twin-heavy bolter with psybolt ammo comes in under 120 points and is pretty badass. 3 S6 heavybolter shots with rerolls and 3 plasmaguns..... yeah you're thinking about it now, but with no fire points they need to get out... which kinda stinks. *'''[[Land Raider]]''' - The Inquisition gets 3 of the variants. All of them can use the Inquisitorial vehicle upgrades. ** '''Classic''' (or '''Godhammer''') pattern Land Raider - 2 sets of twin-linked lascannons and a twin-linked heavy bolter. Carries 10 (it was 12 in 5th edition until it got changed). Power of the Machine Spirit allows an additional weapon to be fired at a different target (even while shaken/stunned), theoretically allowing you to move 6" and destroy two enemy tanks (if you're lucky). As schizophrenic as it is, you don't have too many other anti-tank options to choose from so you may as well use it as one. If you're allying in your Inquisitors to a different list, though, use their Anti-tank options. ** '''Crusader''' - 2 sets of "Hurricane Bolters" (3 regular bolters, all twin-linked) and 1 twin-linked Assault cannon, and the 6th edition changes to the rules have greatly improved its weapons. Carries 16(!), often with a multi-melta added (for popping shots at tanks). The Crusader WANTS to be up close, where it's short-ranged anti-infantry guns work wonders to support the squad it was escorting. Give it Extra Armor, nothing sucks more than a stunned Land Raider. Psybolt Ammunition is a must-have as well, given all those Bolter shots you'll be firing with it. ** '''Redeemer''' - Keeps the twin-linked Assault Cannon of the Crusader, but replaces the side-mounted Hurricane Bolters with a pair of Flamestorm Cannons, nasty S6 AP3 flamers. Carries 12. Far nastier against infantry than the crusader, but needs to be up closer... which means melta-range. Whoops. Also, it doesn't help that Flamestorm Cannons being mounted on the side means that the Redeemer can have difficulty hitting things directly in front of it but that shouldn't matter too much since you're using this to get your assault troops in range anyhow, right? Multi-Melta optional, but nice. And the cherry on top: 10 points cheaper than the other two Land Raider varieties. Remember, you may not be allowed to snap shot templates, but power of the machine spirit means you can move 12" and still make someone extra crispy. And did I mention that it can upgrade itself with Psyflame ammo for only 15 points? ** '''Land Raider Prometheus (Forge World)''' The uber crusader granted to the Inquisition via the FAQ for IA2:2nd. Four Twin-Linked heavy bolters (two on each sponson) is the same number of shots as hurricane bolters at <12", twice as many at 12-24, and can actually shoot up to 36, with the advantage of being S5. It's a HB dev squad, twin-linked and it fucks with cover saves by one, ignores night fighting, and boosts reserve rolls by one (2+ reserves ftw!). Don't put it near enemy heavy armour, but a solid tank overall. ***The real bonus here is that it's a dedicated transport in an Inquisitorial list, where Marine non-Siege armies are stuck taking it as an Elites choice and have to sacrifice a FOC slot. When taken as allies, Inquisitors can take it as a transport for a cheap dude and still leave Marine players with the three full elite slots to play with. *'''[[Chimera Transport|Chimera]]:''' This is the best choice, right here. The king of the Metal Boxes. Cheaper than Astra Militarum Chimeras by 10 points, but they lose access to the Lasgun Array and the Mobile Command Vehicle rule... but who cares? Jokaero and Heavy Weapon Servitors love these things because 5 models can fire out the top hatch. FIVE MODELS. This lets your servitors/Jokaero/Acolytes fry while staying relatively safe from retaliation and completely makes up for the lack of the extra lasguns. The most cost-effective transport by far and has a decent amount of transport slots, allowing a full Inquisition squad to go in it. Change out the turret to a bolter and grab Psybolt for S6 AP4 goodness. Throw in a storm bolter for additional pea-shooting (which will surprise the heck out of an opponent when you glance their Rhino or blow up their Raider). Not to mention, it's AV12 so you have solid AV unlike the Rhino and it can transport things like your Ordo Malleus terminator Inquisitor. Overall, there's nothing bad to say about the Chimera! This vehicle right here enhances the notion that the Big I is meant to be played as an allied detachment. Think of all the goodies you could put on the back of this baby. Devastators, Centurion Devastators, Sternguard veterans, Tempestus or Guard command squads. If its infantry and carries a big gun, five slots to fire out from a Chimera should fit anybody. *'''[[Valkyrie]]:''' Grav chute insertion might be useful in some cases, and it's the only flyer you've got (not to mention your only reliable anti-air defense). It starts with extra armor and a searchlight too. Pretty sweet. It doesn't get access to the Armory. Really, why you'd put a Dozer Blade on a Valk is beyond me, but...who knows. Unless you're purposefully spamming as many Valkyries as possible into a single list, save those Dedicated Transport options for other vehicles, see why below... **The Forgeworld FAQ to IA2:2nd allows a squadron of 1-3 Valkyries to be taken as '''Fast Attack''' choices in Inquisitor armies, granting the detachment the additional FA slot specifically for these flyers. Additionally, the Fast Attack Valkyries get additional upgrades such as Mindstrike Missiles and access to the Imperial Naval equipment like Chaff Launchers, Flares, Armoured Cockpits and Distinctive Paint Schemes. ===Fortifications=== Are not an option in the Inquisitorial detachment. * '''Aegis Defence Lines:''' Not on your own, you don't. Your guys are WAY too expensive to have out in the open, even behind a Defence Line, the amount of Ignore cover in the game is too much to risk getting out of your METAHL BAWKSES. If you're going to Ally Guard, or another similar gunline army, then yeah. I'd say go for it, but flying solo? Stay clear. * '''Skyshield Landing Pad:''' Well. It, uh, looks nice. However, a Valkyrie can be positioned on it at the start of the game with the '''Ready for Takeoff''' formation that gets you a guaranteed flier on turn 2 without reserves. It also gives what ever is parked on it a 4+ Invulnerable save. Still, as with the Aegis Defence Line, you don't just want it on your own. Save it for another flier if your detachment you're allied with has one. * '''[[Promethium Relay Pipeline]]:''' On your own, this is mostly crap: an ADL with no gun and the possibility to explode? No. Unless you're using Salamanders or Sisters as allies, that is: let them, and your Jokaero, hang out behind it and deal out flaming death with the Pipeline's ability to change any flame weapon's type to "Heavy 1, Torrent". In that case, well... Flame on! * '''Imperial Bastion:''' Huh...ya know. It has potential as a command tower, but...you could also just do what the smartass below me suggests and be even more effective. * '''[[Fortress of Redemption]]:''' Upgrade an inquisitor with divination and hide out in the missile bunker while your allies do all your fighting for you. Or just stand the Inquisitor on top of the tower with a Conversion Beamer and Orbital relay and just have him scream rage down upon your foes.
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