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======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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