Editing
Warhammer 40,000/7th Edition Tactics/Inquisition
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====Elites==== *'''[[Vindicare]] Assassin''' - The most expensive of the four at 150, but it comes with some serious power. Defensively, it has Move Through Cover, Stealth, Blind Grenades, Fearless, and Infiltrate. They also get a free 4++, as well as the ability to charge through terrain at initiative. Unlike the other assassins he isn't really best suited for combat, while he is no slouch in combat if he is charging the enemy you really aren't using him properly. The Exitus weapons are largely similar (Rifle has a MASSIVE 72" range, Pistol has basic 12"),with all to-hit rolls outside of snap-firing gaining Ignores Cover and Precision Shot, alongside inflicting a tasty -2 Penalty against all LOS! rolls. As for ammo, the Hellfire rounds are unchanged from their 2+ to-wound, while the Shield-Breaker rounds just ignore all invulnerable saves without destroying equipment and Turbo-Penetrator Rounds being S10 shots against vehicles and causing d3 wounds against anything else. :: His Spy Mask gives him Ignores Cover with all of his shooting. So while he can pretty much say, "I don't give a fuck about your saves", this does lend to some pretty ridiculous cheese. Consider what happens if you have him fire a Macro Cannon fortification for [[Rape|''Ignores Cover Apocalyptic Blasts'']] *'''[[Callidus]] Assassin''' - Same as the Vindicare, it has Move Through Cover, Fearless, and Precision Strikes, alongside Fleet and Hit & Run. In addition to the -2 LOS! penalty and 4++ with no hampering when charging through cover, Callidus can either Infiltrate within 1" of an enemy model (LoS is ignored) or arrive from Reserves from the opposing side of the table. Either way, on that turn, all enemies can only fire snap-shots at them (meaning she is likely to actually survive a round of shooting before charging in to gut the warlord or target). In a more meta way, the Callidus also allow you to re-roll on Seize and force a MASSIVE -3 penalty on the opponent's first reserve roll(not turn), screwing him over on a vital deep-striking force. As for weapons, the Neural Shredder now always wounds on a 4+, though it's now AP2 with no use on vehicles or buildings. The (no longer specifically C'Tan) Phase Blade is similarly S:User AP2, with a to-wound roll of 6 ignoring Invul saves, which makes it a deal less effective. However, if you want guaranteed hits, they now pack poisoned blades, CCWs with 3+ Poison and Rending, ensuring that someone will die quickly. This also means that Callidus should never be going up against Fortifications or vehicles of any sort. She is the assassin however that you want to throw at those 2++ reroll abominations that have been plaguing the game these days with her '''Invulnerable''' save ignoring sword, or most efficiently silencing an annoying warlord HQ. Though her abilities and weapons can basically guarantee death for a selected target be perfectly willing to sacrifice her if things go wrong after the target is dead and your opponents throws everything at killing her. *'''[[Eversor]] Assassin''' - The cheapest of the pack (though not by much. He's 135 to the Vindie's 150), he comes with the basic 4++ with charging through cover as well as -2 to LOS!, along with Infiltrate, Fearless, Move Through Cover, FNP and a roided-up Furious Charge that gives 3d6 distance as well as +3 Attacks. They also get some survivability by being able to overwatch with their hybrid Executioner Pistol (Bolt Pistol and S1 AP- Poisoned (4+) pistol, which can be fired in any combination for the 4 shots) at full BS. Melee-wise, it took a bit of a hit with the Neuro-Gauntlet no longer being a Lightning Claw and instead being a CCW with Fleshbane and Shred, pretty useful against a lot of MC's, but he also has a Power Sword and Melta Bombs to help it kill vehicles. And if that still doesn't cut it and the Eversor goes down swinging (and he will with only a 4++ to save him, though with Feel No Pain as well so he some protection), he'll trigger Bio-Meltdown and explode, causing S5 AP- hits to everyone within d6" of him. tl;dr, send him towards mobs, keep him from anything you know he'll steamroll through or else he'll be shot to death, keep him killing, and if he ever goes down take some consolation that he will at least take a few of the squad that killed him out as well. *'''[[Culexus]] Assassin''' - To start off, he has the basic 4++ with charging through cover, -2 on LOS!, Move Through Cover and Fearless, but he also gets Preferred Enemy (Psykers) and Fear, as well as Psyk-Out grenades, which can either remove an attack from a charging psyker or be thrown as a Haywire Grenade with a blast template that auto-perils a random psyker, and the ability to reduce all shooting and melee attacks to BS/WS1 for the added rage. In addition to that, they can ignore armor saves in combat, with 6's to-wound causing ID while just hitting psykers will ID them. They also inflict -3Ld to all psykers within 12" of them, forcing them to not generate Warp Charges (a seriously risky move in 7E with the Psychic Phase), only being able to harness psychic powers on a 6. However, as a bonus, they're utterly immune to psychic powers and if anyone else gets hit by a malediction or blessing, they'll automatically lose it the moment they get within 12" of the Culexus (Which can backfire on you if you accidentally put a squad within that range, costing you that glorious Invisibility), so be careful when using him in psyker heavy armies like Grey Knights or just any army with psykers as while powerful it can really hurt your synergy. Their trademark weapon, the Animus Speculum, has also been reworked in 7E; the thing will only fire in the Psychic Phase (meaning no overwatch, though snap-firing is allowed), being an 18" S5 AP1 weapon with Assault X (X being the ML of all psykers within 12" of the Culexus, with the option to add up to 3 more Warp Charges to the weapon), making it a potentially deadly hail of doom among psyker-heavy armies like the [[Grey Knights]] and [[Eldar]]. **His Etherium Helmet has been confirmed by the big damn FAQ to ignore Tau Markerlight spam, since it always forces attacks down to BS1, so no matter how many markerlight drone network cheese your local Tau player throws at him, he still hits the Culexus on 6s. Ah, so that's why Aun'Va died to this guy in the Warzone Damocles: Mont'Ka book.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information