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===HQ=== * '''Inquisitor Solomon Lok''': The leader of D-99, Lok's an Ordo Xenos Inquisitor with WS5/I5, a Master-Crafted Sword and Digi-weapons, so he gets re-rolls to-hit/to-wound in melee, and comes with artificer armour/refractor field and his warlord trait is FnP when standing on objectives so is a bit more survivable than other Ordo Xenos inquistors too. His bolt pistol is also S5 due to Psybolt ammo, which is ''still'' a thing in the Inquisition codex, despite being lost to the Grey Knights, [[derp|and despite the fact that he's not a Psyker]]. At 60 points just for himself he's actually a fairly good option for HQ choice, since that's cheaper than a command squad if you wanted to save points. He also allows you to take a retinue of Inquisitorial Henchmen without taking up another FOC slot or allied detachment, so you can spend more points and make a bit of a dangerous unit. You may also add Major Durra (see below) to the Henchmen for a mere 35 points as well. ** '''Major Markus Durra''': The last surviving character of Inquisitor Lok's retinue, Durra can be used alone to replace a D-99 Captain, or he can join Lok's retinue. He's pretty decent too, as he has a nice WS5/S3/I5 statline for his heavy chainsword (oh yeah, he has one of those), a shotgun, a laspistol, and a 4+/5++ which makes him slightly less squishy. He's pretty good to grab as he's definitely a lot tougher than the basic Captain, but his chainsword makes assault a less-than-ideal prospect (though at least he'll hit faster than MEQ's), so he's best to grab if you don't want Solomon Lok, and want the one D-99 specific Warlord Trait. * '''D-99 Command Squad''': There is no ability to use orders in this army list as your Captains don't get the Senior/Junior officer rule, so this pretty much makes D-99 commands squads function like space marine command squads: just a heavily customizable unit. Just tool them up for whatever role you want: **For '''Shooting''', go with one of the following: grenade launchers as they're dirt cheap and you can spam them (with auxiliary launchers on the ones who can't get them), plasma guns for a very expensive anti-armour squad, or lastly meltaguns for another expensive anti-armour squad (deep-strike them to scare the shit out of your opponent). Take whichever option you don't already have with your other units. **For '''Support''', you want to first get several long range ground scanners as well and possibly a Regimental Standard. While getting more than one long range scanner might seem odd, each of them can select a different unit (or the same unit if the first is unsuccessful). Spread them out, and know that your units will have a hard time breaking and have a hard time missing (on top of being BS4). This should be the Command Squad's main role, all of your other needs should be covered by their own specialized squads. Just be sure to screen them well, giving them several scanners and the regimental standard is going to get expensive fast. **For '''Assault''', you want to be playing Zone Mortalis, otherwise slap yourself for thinking it's a good idea to intentionally send the Command Squad into assault. If you're playing Zone Mortalis, go with some laspistols, a few lascutters, and otherwise leave them bare. Have them cut through any obstacles you might come across to clear the way for the troops who'll actually do something. **A final note, if for some reason you haven't upgraded everyone in the squad, ALWAYS give them a sniper rifle, it's free and is taken in addition to everything else.
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