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Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(8E)
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==Unit Analysis== Your FOC list is as follows *1 Leader *1-30 Core *0-5 Special ===Leader=== *'''Inquisitor''': Really, what more do you want as a leader? These guys come with a big lot of customization and all start at 20 points. They can either buy into being a psyker or get Iron Will in order to ignore psykers. They can nab Power armor or Termie armor if you want to protect them. You can grab servo-skulls. Honestly, the sky is the limit on how you plan on making an Inquisitor. ===Core=== *'''Warrior Acolyte''': Your basic wannabe guardsman. They can all be kitted for choppy or shooty with a broad list of armaments in both departments. You can also buy them better armor, but it's a bit costly to do so. *'''Arbitrator''': Stolen straight from the Arbites opus. Their options are limited to shield, shock maul, or grabbing two cyber mastiffs as pets to lock down the perps. *'''Assassin''': Expensive, but they possess an innate 5++ save. They can either double down on choppy, go shooty (with bolters and snipers on the table) and get camo cloaks for cover. *'''Scum''': A bit of an oddball, they lack a 3+ in either BS or WS for free, but they possess some other tricks (+1 attack and re-rolls hits in melee, double the firing rate of their lasgun, or the Alaitoc/Raven Guard -1 to hit when a beyond a certain distance away). These guys can act as a more affordable scout when there's a need. ===Special=== *'''0-1 Psyker''': Your psykers here are capable of supporting the Inquisitor with a Ld boost and surprisingly have the {{W40kKeyword|<Ordo>}} keyword for their benefit. Otherwise, they're pretty much henchmen that shoot mindbullets and need to pay for a WS or BS of 3+. *'''Daemonhost''': They change out the wildcard power each turn for two free maleficae with the option for two more. They also possess a means to boost your inquisitor's invuln, which just might be enough to consider one. *'''0-1 Techpriest''': While they remain useful for transports, the one thing they do include is a BS boost for your inquisitor, which will definitely be useful. They also get an array of guns to pick. *'''0-1 Confessor''': He's basically a priest to strap onto the team for bolstering your forces, but he also adds +1 to your inquisitor's WS, acting as a yang to the techpriest's yin. *'''0-1 Adept''': Your book-monkeys can be useful, but this capacity is in a support-based one. They are your single source of medkits so you can save your men and if they're close to the inquisitor, they can potentially recover a spent TP. *'''[[Jokaero]] Weaponsmith''': Monkeys always help. The fact that they're individual units means that they're now able to fire whatever they want without binding another monkey to that same job. Their weapon mods spread to those within 3" and are a different sort (re-rolls to hit, re-rolls to wound, or +6" to a gun's range). *'''0-1 Interrogator''': Your interrogator is there for when you need to replace your inquisitor, though this is not guaranteed. What is, however, is their aura that lets anyone re-roll 1s to hit with it. They pretty much carry the same list of gubbinz that the boss can carry. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]] [[Category: Inquisition]]
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