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Inquisitor Henchman
Inquisitor Henchman
Familiar +6
1 – plus one initiative
More – Allow to take more physic powers
Hierophant +8
1 – plus one leadership, daemons when charging must test for difficult terrain.
More – daemons are at negative one leadership
Acolyte +8
Can allocate wounds, before saving throw, on inquisitor to acolyte.
Warrior +10
1 – plus one WS, Has Hellgun, Targeter, Frag and Krak
Warriors have BS 4 and 4+ save. Can have plasma gun, meltagun, greande launcher +10
Can be combat servitor, with power fist, +15
Can be gun servitor, with multi-melta +25 or heavy bolter +15
Sage +10
1 – plus one BS
More – allows inquisitor or member of retinue to re-roll one missed shooting roll
Mystic +6
1 – If deep striking unit lands within 4D6, unit gets free shot at them
More – can nominate unit with 12in of retinue to take the “free” shots.