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=====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;>
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