Article Comments Edit History Links Print Henchmen in the 5th edition Grey Knight codex 1.

Henchmen; What are they? How can I get them? 1. Henchman overview 2. Named Inquisitors 3. Regular Inquisitors 4. Sample Inquisitor Builds 5. Psychic Powers 2. Close Combat Henchmen 1. Damage Dealers 2. Defense vs. Damage 3. Force Multipliers 3. Henchmen with Guns 1. Heavy Weapon Henchmen 2. Special Weapon Henchmen 3. Standard Gun Hechmen 4. The Oddball Henchmen 1. Daemonhost 2. Banisher 3. Mystic 5. Transports 1. Dedicated Transports 2. Non-Dedicated Transports 6. The Humble Servo Skull 1. On Defense 2. On Offense 3. Servo Skull destruction 4. Example locations to place servo skulls 7. Unit Examples 1. Close Combat Units 2. Shooting Units 3. Mixed Role Units 8. Henchmen in 6th edition lists Hello and welcome. This is your guide to the Inquisitorial Henchmen from the 5th Edition Grey Knight Codex. Come with me as we explore the beautiful and wonderf ul world of Henchmen. Are you ready? Then here we go! [Edit] Henchmen; What are they? How can I get them? Henchmen are a very special unit. In all of Warhammer 40k there is no other unit like them. There are 10 different Henchmen all with different Statlines and opt ions. A henchmam unit can be anything from a powerful shooting unit, a cheap MSU unit, to a deadly assault deathstar. There are almost limitless options with this uni t. To get a unit of Henchmen, you need to take an Inquisitor. ________________________________________ [Edit] Henchman overview Henchmen are regular humans, so their statlines are similar to Imperial Guardsme n with some differences to represent their training, wargear, and body modificat ions. 1) Arco-Flagellant: A close combat unit. Has a lot of high STR attacks, good WS, and FNP.

2) Banisher: A unit that specialized in combating Daemons. Can also purchase an Evicerator (chainfist) 3) Crusader: A defensive henchman. Has a power weapon and a Storm Shield. 4) Daemonhost: A multi-purpose henchman with random abilities each turn. The onl y one with T4. 5) Death Cult Assassin: A close combat unit with 2 power weapons and INT 6. 6) Inquisitorial Servitor: Can be made to either shoot or fight in assaults. Has Mind Lock. 7) Jokaero Weaponsmith: A monkey with heavy weapons. Also adds random upgrades t o the entire squad. 8) Mystic: A living Homing Beacon 9) Psyker: Member of a psychic choir. They are more powerful in large numbers. 10) Warrior Acolyte: Cheap basic Henchman with the most weapon options. ________________________________________ [Edit] Named Inquisitors In order to take Henchmen you must take an inquisitor. There are three different types or Ordos. They are Malleus, Hereticus, and Xenos. (whether they fight Daemons, Psykers, or Non-humans). Each type also has a named character as well. Inquisitor Coteaz What does he have? You get a 2+ save, a random shooting attack, basic grenades, and a MC Nemesis Da emonhammer. What does he do? -Independent Character -I've Been Expecting you: This ability lets him and his unit make an out of sequ ence shooting attack at units entering the game from reserves within 12" He must be outside of a vehicle for this ability to work -Psyker (Mastery 2): 3 Spells he comes with OR 2 spells from Divination, Pyroman cy or Telekinesis. Also he a thunder hammer Force Weapon. -Spy Network: The roll to seize the initiative can be re-rolled, no matter who r olls it. -Stubborn: This is amazing in close combat. You can tarpit a squad with some che ap henchmen bodies while Coteaz takes down a guy or 2 a turn without running awa y -Lord of Formosa: Henchmen are now troops. Overview: This is the guy you will take if you want to play an inquisitorial army with hen chmen as troops. You will not be sad about taking him as well. He can give great buffs to any unit he is with with the Divination spells. This is especially good for BS 3 Henchmen as it greatly improves their firepower. With a 2+ Save and 3 wounds you can place him in the front of a unit to take wounds for them, thoug h this is a bit of a risk. In combat he is quite powerful as well, as his 2+ arm or can protect him from a lot of other characters and he has an AP2 force weapon to instant kill them back Also, this guy is one of the cheapest Lv 2 Psykers around. Combine that with a 2 + save, and 3 wounds as protection from perils, and this guy in one of the most efficient psykers around. Combine that with the ability to limit the initiative being stolen, and to punish deep strikers or other unit entering from reserves, and you have one of the best shooting characters around. He will not kill much himself, but he will make a cheap unit of henchmen deal more damage, take less damage in return, have more leadership, and provide some assault power in return.

What does he do? -By Any means Necessary: He can fire his orbital strike centered on any friendly model (even ones in combat). Squads within 12" Re-roll morale and pinning tests. she is the only special Inquisitor with an INV save. ________________________________________ [Edit] Regular Inquisitors . -Runes of Destiny: All saves taken against her shooting or combat attacks must b e re-rolled. Also. What does she do? -Independent Character -Stubborn Overview: She has a lot of cool gear. -Forceshield: a 4+ INV save. The Maze is good because you can take the powerfist out of a large squad. You ge t a few no scatter blasts that do not hurt your own stuff. I am not sure what kind of unit you would put him in however. The Graviton Pistol can fry a tank. basic grenades. then use his Orbital Strike centered on the Land Raider (Barrage Bombs can not hurt the Land Raider). but she is not a force multiplier. His orbital stri ke is a very powerful weapon. If he does this. She does some cool stuff. basic grenades. -Hyperstone Maze: You can target a Monstrous Creature or Character and they must roll under their remaining wounds or be removed from the table. This works on a ny character. and a las pistol and lots of cool eldar tech. MC power sword. -Dread Reputation: His squad can chose to pass or fail morale and pinning tests. not just independent Characters. and an orbital strike. This combines well with her graviton pistol. She works best in a unit that is going to be close t o the enemy. Roll those 2 attacks separately and if you roll a double. a relentless MC multi-mel ta. especially if you have some low cost or sacrificia l units to use with it. ________________________________________ Inquisitor Valeria What does she Have? -Power armor. it does not scatter. but he would probably be best in a heavy weapons unit. and a great morale buff. He has some shooting power. -Graviton Pistol: S10 AP1 but only one shot per game at BS4 -Dagger of Midnight: A power weapon that adds 2 attacks (total of 6 attacks on t he charge).________________________________________ Inquisitor Karamazov What does he have? He has a strong statline (but cannot get in vehicles). -Relentless -Independent Character Overview: This is a strange character. rad grenades. Trick: Tank shock an enemy unit with a Land Raider. as w ell as a piece of rare necron tech. especially as you re-roll the cover saves. a strong statline. she hits h erself.

these are not bad options. You can try to snipe out important marines from units wi th this gun. it helps to negate FNP and deal more wounds through instant death. as you can also take a Psycannon that is not too many points either. This is a risky tactic however. you roll on a table and you r enemy gets a variety of debuffs. but sure looks cool. It starts as a regular . but pricey if you are not facing any psykers. or Telekinesis. Not very good. -Hell Rifle: S6 AP3 H1. You no w have a 3 wound character that can take wounds for the squad on a 2+ armor save. if you roll a 6 to hit. -Rad grenades: You enemy gets -1 toughness in the first round of assault that co unts for instant death. and you get a Force SWORD (no other weap on choices) and one spell. Might just be best to take a few wound catchers and ju st blast away with it. Great for a shooti ng unit if you are facing a lot of psykers. but it is a power weapon that ID Psykers and makes the squ ad immune to all psykic powers. Pairs well with a heavy weapons unit. -Poisoned Weaons: The Scythian Venom Talon is a CCW with 2+ Poison. Great upgrade. You deal more damage.1 to reserve rolls). either Hammer Hand (+1 S in assault) or Psychic Commu nion (+/. friend or foe. but it is not the best thing. Pyromancy. The only differen ce is in their wargear. Tau are not big fa ns of this one. Psykers. The problem is that there are not many other weapons with a long enough range for the inquisito r to join and shoot with. ________________________________________ Ordo Xenos Wargear -Conversion Beamer: First off. All are independent Characters and Stubborn. I am not go ing to go through all of the wargear choices. If you have a few extra points and need a little he lp against high toughness. unless you happen to roll the same result twice . and you always get the 4 shot option as well. and it can get 2 kinda cool upgrades from a tabl e. -Null Rod: Expensive. Cheap and can be very deadly or not do much a t all. ________________________________________ Ordo Hereticus Wargear -Condemnor Boltgun: You get a fancy Combi-weapon. It has great range. -Psykostroke Grenades: In the first round of combat. 2 handed close combat weapon. The problem is that the upgrades are random. where the one shot option is a special anti-psyker round. but it only has a 12" range.All three ordos share the same statline and special Abilities. If it was a power weapon or even rending included it would be better. -Terminator Armor: Really good option. It is okay. but rather mention a few of the more interes ting or good items. -Psyocculum: You and the unit you join are BS 10 vs. but not really the best. expensive. up to 72". This is a strange weapon as it deals m ore damage to targets that are further away. Psyker Upgrade: Any of the Ordos can take this upgrade. the Needle P istol has 2+ poison and AP2. -Ulumeathi Plasma Siphon: Plasma Weapons are BS1 against you. Ordo Malleus Wargear -Daemon Blade: Sounds cool. and you may loose your inquisitor. in that case you get to pick the second one. It is fun. or one power from Divination. For more information se .

Gate of Infinity allows you to play a unit very differently as you gain a lot of movemen t. Also. I feel that Telekinesis is a bit better than Pyromancy. psychic defense against powers not targetting enemy units has been significantly reduced in 6th edition. as you are sure of the power you are getting. This is a cheap. Ordo Hereticus: Null Rod. yo u could take 2 jokaero with a . but their primaris powers are not as consistently helpful as Divination's primaris. Then you give t he unit you join re-roll to hit as well. Psyocculum This will make for a very powerful anti-psyker unit. BS3 henchmen really benefit from re-rolls to hit. and a relentless Psycannon. This guy is a close combat buffing powerhouse. and most of the spells are okay shooting attacks. though it is not as good as divination. it buffs your unit as w ell. You get 3 wounds with a 2+/5++ save. ________________________________________ [Edit] Psychic Powers Inquisitors have 4 options when they purchase their psychic powers: 1) They can take Hammerhand or Psychic Communion 2) Divination 3) Pyromancy 4) Telekinesis I generally feel that Divination is in general the best option. You can not cast spells on your own u nit however. Assault henchmen usually will be hitting with a re-rolled 3 and then wounding on a 3+ or 2+ (depending on which p ower weapon you take) getting the re-roll to hit from divination is probably a more powerful option th en the additional strength from Hammer hand. Hammerhand or Psychic communion are decent. For not much more than the cost of an Inquisitor with this power. Hammerhand is probably worse than a re-roll to hit in close combat. The primaris power is not that great.e the section on Psychic Powers below [Edit] Sample Inquisitor Builds Ordo Xenos: Rad and Psykostroke grenades and the Psyker upgrade with Divination as your Lore. bu t it may depend on what you are fighting. Also. Ordo Malleus: Terminator Armor and a Psycannon and the psyker upgrade with Divin ation as your Lore. and all but one of the divination spells do not target enemy units. Psychic communion is a resonable spell if you are going h eavy reserves. The other lores have some useful spell s. Objuration Mechanicum is great against rending weapons and is a near guarante ed Glancing hit against vehicles. Pyromancy is the least useful I feel. It cannot be hurt by psykic abilities and it is BS10 against psykers. you keep the re-roll to hit in the enemy tur n as well for overwatch and close combat. though it depends on what exactly y ou are fighting. You can stand in the front and take wou nds and move to the back or middle of the unit later as your wound count drops. You have a very powerful Primaris power that not only buffs your psyker. so they are best used on henchmen rather than a unit of grey knights. The primaris power is a slightly buffed he avy flamer. durable and efficient psyker who has a strong shooting attack of his own. but it is not a spell for every list.

Glancing a vehicl e to death may be better as it prevents explosions from hurting your own unit. power weapons. Banishers only have 1 attack. First off you ge t 2 attacks and 2 weapons for 3(4) attacks on a 15 pt model. However. One of their most powerful aspects is that t hey have 2 power weapons. Buffing the combat p ower of an inquisitor is unwise. [Edit] Close Combat Henchmen Henchmen can perform very well in combat. but just a little pricey for my blood) Servitors have 1 S3 attack and 1 Servo Arm attack. but you will not roll it every game. [Edit] Damage Dealers When building any close combat unit. even one marine surviving an assault can be very annoying. For henchmen. The only power of note is spontaneous combustion which is decent. and for the huge number of attacks they got. WS3 and pay way too much for their close combat upg rades. They have low toughness. The sword so you can hit first at AP3 and nuke MEQ's and then the Ax so you can handle higher toughness foes. WS3 and mindlock Warriors have only 1 attack. it is better t main choices for dama 1) Death Cult Assassins These guys are some of the most powerful damage dealers around. you have two ge dealers in a given squad. th enemy. Many of the other spells are wasted on henchme n. You no longer need more than S4 to wreck almost any vehicle in close combat. You also get WS 5 s o you hit often and Int 6 so you hit first (sometimes). you will want to look it will be best fighting. so far the best choice seems to be Sword and Ax. The Rest (and why you will never use them as dedicated assault units) Daemonshosts only have 1 attack. If you are facing a horde o have a ton of normal Attacks. TEQ's. and a lot of attacks. Cover is less important as you have access to INV saves. . many things have changed. otherwise they are not useful. which allows them to carry a mixed arsenal. WS3 and you have to pay for the Eviscerator (almos t good. Lets take a look at how you would build a unit of henchmen for combat. WS3 and random abilities which may or may not b e useful. With ATSKNF getting a huge buff this edition.heavy flamer and other guns each. but can get h igh INV saves. If horde units with lots of bodies and low saves are an issue f or your list this is your choice. If you are fighting a foe with a en it is best to have a bunch of power weapon attacks. in this edition. run away. at what type of unit strong Armor save. 2) Arco-Falgellents In 5th edition I loved these guys for their ability to murder tanks in close com bat. in combat Marines need to be killed to the last man. A lso. The low INT and lack of p ower weapons means they will smack some marines who make some saves. or Vehicles The mace might be an option as well if Marines are not as prevalent in your metagame. and then bolter your assault u nit in the face.

then you do not need many crusaders at all. your unit is more expen sive as well. If you are Taking a counter attack unit in a mostly shooty list. If you are taking the fight to the enemy deployment zone. BUT not Coteaz. Keep t he unit small and cheap. You can build a unit that is ve ry hard to kill. they generally hit first anyways so INT 1 not helpful). The crusader is a Guardsman with WS4. Overall: Cheap way to get Divination and the special grenades. Also. Xenos Inquisitor -Psy Powers: +1 strength may be useful.________________________________________ [Edit] Defense vs. a power weapon and a Storm Shield. A death Cult unit hits first (most of the time) so it needs less help to survive in the Assault phase. however it only has a 5++ save against shooting. s o striking last is not much of a penalty. you have one very strong choice for a defensive unit. I would go half and half on the crusaders and the Death Cultis ts. This is a question of how you want to use this unit. The Crusader. At the moment this i s the most popular Inquisitor build. Most of the time I would recommend a power Ax. but Rad is 5 pts less. The crus aders will help you more in the shooting phase and against overwatch. If you want a Hen chman combat unit. -Psycostroke Grenades: Good range of debuffs. You will want to have enough crusaders to take a unit or two of shooting without them dropping in number and have wounds that get allocated to your Death Cultists. Of course. so the extr a Str from the ax is very welcome as well. but some of them are less useful t han others. What you need to do is find a way to balance these two things. this is the guy to take. Result 6 is especially bad for hordes. Helps deny FNP and deal multiple wou nds. -Rad Grenades: More Damage in the first round. An ideal assault would be to kill almost every member of the enemy unit and staying locke d in combat during the enemy turn to prevent return fire to your unit. (If you have a Cultist unit. For a Hen chman Unit. and they are very cheap as . Damage You can build a unit that deals a lot of damage. they are only S3 base. ________________________________________ [Edit] Force Multipliers There are a lot of independent characters that you can add to a Henchman unit in order to make them more powerful in the assault phase. The unit will hit a target and then be done. they have low Int for an assault unit. Combined with hammerhand. though the re-roll from divination lore is probably better. It can make your simple unit of Henchmen into a real powerhouse assault unit. DCA wit h Axes will deal instant Death to T4 units. -Blind Grenades: Defensive grenades are nice to have. ________________________________________ Techmarine -Hammerhand: He cannot trade away this power for divination -Rad and Psykostroke grenades: Same as above. then you will need a m ore durable unit.

but he does have a 2+ save. Overall: Basically this guy is the same as the Xenos Inquisitor. -BS 6 and relentless: if you want to take the Psycannon you can. 3+ flat out saves are nice. ________________________________________ GK Librarian -Might of Titan: This is a great one if you want to multi-assault a Parking lot. ________________________________________ [Edit] Henchmen with Guns There are a lot of options for henchmen with guns. but not really the best pair for a henchmen assau lt unit. and his powers are less re levent (especially might of titan. -Nemesis weapons and Servo Arms: You can take a nemesis force weapon for a cost to add even more punch or take a stave for improved durability and tarpitting ch aracters in challenges. but there are a lot of great options with this. Rad. and Psykostroke Grenades: you have seen these before -Nemesis weapons: Starts with a 3++ in combat or you can pick you favorite way t o hurt people. Grand Strategy is too much to go into detail with. but he hits a little har der in combat and has some shooting weapons. If you already have your HQ spots filled. the main reason I used to take him). The metagame has moved away from that. He does cost more however.well. He is still one of the more powerful psykers. -Servo Harness weapons: you get some shooting as well. or standard guns. There are options to take Henchmen with long range heavy weapons. If you want someone who can win challenges with another warlord. thi s is the guy. again better for the Arcos as they have low INT to start with. with short ran ge special weapons. a nice little bonus if yo u want it. they are generally cheap and able to put ou t a lot of shots. Better with Arcos as you can get S7+2D6 (If you also used hammerhand) -Quicksilver: INT 10 is fun. Remember he only h as 1 wound. and he can buff a squad as well as the Tec hmarine can. this guy would murder lists that spammed transports with weak units i nside of them. -Grand Strategy: You can make a whole army based on this. ________________________________________ GK Grand Master -Hammerhand. ________________________________________ . By far the most expensive. -Nemesis Weapons: you start with a 4++ on combat. -Shrouding: Stealth helps you get to where you need to be with fewer dead people . blind. To make up for this. but you pay for it. Overall: By far the best in combat on his own. and you can take your favorite nemesis weapon if you want to. if yo u want to take them. he is a decent choice. Overall: in 5th ed. Can also protect his unit from close range shooting if the throws the gre nade as well. -Shooting Attacks: You have your choice of deadly shooting spells as well. All of the Henchmen come with BS 3 standard. but does the mo st as well.

as you gain extra range for the 2D6 armor Penetration rolls. You loos e the ability to snapfire. Multi-melts. ________________________________________ Jokaero Weaponsmith Guns: Lascannon. the least chance of getting nothing. but heavy weapon units are usually either in cover or in a vehicle with fire points. This offsets their low cost a bit. -All shooting attacks gain rending. and you are still able to get all of the po ssible upgrades as well. but I find the power of the weapon to offset the down sides. Mind Lock. T he plasma can hurt heavy infantry and can even take on light vehicles in a pinch. Multi-melta or you can upgrade to a Plasma Cannon You can take 3 guns per unit. This thread has the math that explains what you will get for a given unit of Jo kaero Conclusions 1) Having a unit of 2 gives you the Least chance of getting Nothing. Another decent defensive upgrade. 4+ Save Mindlock I think the Plasma Cannon is the best choice. . For units with 4+ Jokero. they should expect to be used only for their weapons a nd not their customization as they increase the chance of getting nothing from t he unit.[Edit] Heavy Weapon Henchmen Inquisitorial Servitors Guns: Heavy Bolter. They are very cheap. This is a decent defensive upgrade. This one helps template and multi-shot weapo ns (storm bolters) deal more damage to heavy infantry. This is by far the best for Melta ty pe weapons. as you have the greatest chance of getting 2 upgrades. they come standard with a 4+ armor save (good for gets hot rolls). 3 Heavy weapon in a squad is not bad either. Overall: Pros: The biggest one here is the price. espec ially as it effects IC's in the unit as well. Your best bet would be a Cheap one with a Hex Rifle or Coteaz against a deep str ike army. and a Heavy Flamer No limit per unit 5++ Save Inconceivable Customization How to get the most from Inconceivable Customization? The bonuses you can get -All guns (non-template) gain 12" of range. You need to have an inquisitor in the unit in order for it to function every turn. Plasma Cannons combines with Coteaz Ability to shoot a clumped up deep strikers might be a powerful combination. -Everyone in the squad gains a 5++ save. 3) A unit of 4 or more gives you a Greater Chance of getting Nothing than a unit of 1. but you can get a 2+ is you want it. A unit of 2 is the best option for a unit of Jokearo in order to maximize their use of Inconceivable Customization. Most he nchmen go from a 5+ to a 4+. as you can have a lot of S5 fire ( Psybolt Storm Bolters) and the Multi-melta has short range for a heavy weapon. 2) Having a unit of 2 gives you the Most chance of getting 2 upgrades. Also. -All Armor Saves are increased by 1. Cons: Two words.

In 6th ed. Carapace armor might be a decent buy for plasma wielders to help off set gets hot rolls. You only need 5 people in the squad to get an AP 2 large blast. Cons: It is a psykic shooting attack. Normal or in Combi-versions. Why would yo u take a combi-weapon? The Power Armor upgrade is more points than I would want to pay for it. This is devastating to Horde units and you do not need low AP to fire into cover. First. the Melta bombs might be worth consideration.Overall: Pros: You get three great guns. they are very poor in assault with WS 1 and S2. Also. and a unit wide buff. Can also purchase Armor Upgrades. the Psykers are only LD8. . so there is about a 28% you will fail your LD when it comes time to shoot. and fry some infant ry with the Heavy Flamers. They can hurt tanks with lascannons. Overall: Pros: You can get a S10 AP1 Large Blast that has a 36" range and can move and sh oot. Limit 3 guns per squads. Another option is to add a single psyker to multiple different squads. Melta bombs if you want them An interesting note is that all three guns have the same price making flamers a little less good and plasma a little more attractive. 1 attack and WS3. However. you can re-roll the first get hots rol ls. but the unit can become too expensive if you are not c areful. in 6t h edition. ________________________________________ [Edit] Special Weapon Henchmen Psykers Gun: Psykic Barrage The gun is more powerful the more psykers there are The squad counts as one Psyker. E ldar runes of warding will ruin this unit. and you can now use them aga inst MC's and they are AP1. but do not have Melta or Plasma making either of them a g ood choice. You only get 1 Attack anyways. do area denial with the multi-melta. It is a very powerful weapon option. Also. Melta. This could give y ou several S3 AP6 large blasts that you could fire as you approach the enemy. Also. Grey Knights can alr eady get flamers (incinerators rather). the combi-weapons are the same price as the regular ones. Cons: Price. One perils roll will kill the unit. and now they are usually less effective in 6th edition. (see the Ser v skull section for how) ________________________________________ Warrior Acolytes Guns: Flamer. You get what you pay for. and you get one shot per unit. However. a good save. Ignore the combat upgrades. and only 8 to ge t a S10 AP 1 large blast. (gretchin hit them on a 3+). but GK have counters for that as well. All of the random buffs are useful as well. They are the most expensive Henchman (in terms of base cost). but on a couple guys it is not so bad I guess. With a divination user around. These guys hated Hoods in 5th ed as they really shut them down. it is more powerful as you can get the full strength against multiple tanks cought by the barrage. the psy-defense against them become worse. or Plasma.

you do not need to pay for extra bodies unless you want to. [Edit] Daemonhost What do you get? -S/T 4 -5++ save -The unit gets 1 random ability. though all of th at comes at a price. yet none of them are very good. I would not recommend it. 1) FNP 2) AP3 close combat attacks 3) I10 and fleet 4) S6 5) Shooting Attack: R24" S4 AP3 A1 small blast 6) Shooting Attack: R24" S8 AP4 A1 On their powers: There are 3 good ones (1. To put it simply. With rending from a jo kaero and re-rolls from divination.6) and 3 not so good ones (2. but you only get 1 attack. 2. or put a durable character in the f ront of the unit. Hot Shot Lasgun. 3 guys with 3 guns can be a unit. The ot her one is a low armor save. and it also has the lowest strength. Overall: Pros: These guys have a low cost. Drop some if you need the points somewhere else. mean ing you should get a hit or two. S6 is okay. This is offset with divination re-rolls. and so they are here.3. and might do a little damage as well. Cons: The big one is BS3.3. No limit per squad. Melta bombs if you want them You can have some cheap bullet catchers that can also put out a bit of firepower as well.4 are all close combat powers. ________________________________________ [Edit] The Oddball Henchmen These are the henchmen that do not provide a direct benefit is the form of close combat of shooting. The Hot Shot Lasgun is the most expensive. but you can upgrade it. Even 3 guns per 12 people is still good weapon density. but you still get o ne attack and do not . AP3 close com bat attacks are nice. BS 3 with a S4 gun is not much. They make gre at bullet catchers. as you have 3 guns to shoot.4). With cover sa ves being easy to get. Can also purchase Armor Upgrades. but do provide other benefits. and the storm bolter is not too bad either. but you are not paying much either. and also have access to S4 guns. and you can have great weapon density. Cons: Do not expect much from them. This is not too bad. The bolter is very cheap. they can become quite formidable.Overall: Pros: These guys have a low base cost. Storm Bolter. they do no t fit into the previous categories. ________________________________________ [Edit] Standard Gun Hechmen Warrior Acolytes (cont) Guns: Bolter. rolled at the start of each turn.5.

5. They are great bullet catchers. you can not use fleet. low shot guns more effective. ________________________________________ [Edit] Transports In Warhammer. or you want to tailor a list to fight them.ignore armor. but it is just a few more po ints than I would like. The AP3 small blast on mass can ruin space marines out of cover. You can also take Melta bombs on Warrior henchmen as well. or ID T4 multi-wound units. bot h attacks have a decent range as well. an d if their are other types of henchmen in the unit. ________________________________________ [Edit] Banisher What do you get? -Guardsman Statline -Option to take an Evicerator -Daemons within 6" re-roll INV saves Overall: If you really hate daemons. henchmen are not really . I will not go into a huge amount of detail as they should be familiar to most people. 1 is a solid power. They can make a unit T4 an d have a decent save. Their powers can be a nice bonus as well either making them a lit tle more dangerous in combat or giving them a decent shooting power as well. I will discuss both the dedicated and non-dedicated transport options. 6 is like a poor man's bolt of Change. I w ould not add them to a combat unit. You do not deal much damage at I10. I10 and fleet is the worst. this is the guy to take. the vehicle your unit rides around in is as important as the unit itself. but rather sa y what kind of squads work well in them. You can take Might of Titan on a librarian and get 2D6 a rmor penetration on an entire unit. but the mystic doe s. first capitalize on what they consistently give yo u: T4 and a 5++ save. The evicerator is almost good. ________________________________________ [Edit] Mystic What do you get -Guardsman Statline -No scatter on all deep strikes within 6" Overall: The best use I have found for this guy is combined with a GK Librarian and the p ower summoning. You can deep strike some template weapons (either incinerators or Jokaero flamers) o r Melta weapons right into someone's face. Even though vehicles are easier to kill in 6th edition. This really hurts to Greater Daemons the most as it makes your big. It can hurt vehicles or it can put some saves on a MC. especially on a very low cost model. Overall: If you are going to use them. 5++ with T4 FNP is a very nice combination. as there are simply better options for dealing da mage or for ignoring damage in return.6 are also both decent shooting attacks. Also. A teleport homer does not work on this power.

It can be used well by any squad that you want to move. Chimera Transport Capacity: 12 Firepoints: 5 -Amphibious -Terminator armor is allowed inside -highest front AV -Highest Base cost. any henchmen squads inside are not going to be durable.the best on foot. Builds: . Psybolt Ammo: This gives you a TL Psycannon on your razorback Overall: Again fortitude is nice. It i s also very cheap as well. but free weapon options. Las/plas or TL Las: A classic favorite. as they only need 1 firepoint. With only 2 fire poi nts though you can not fire all 3 (or more) special weapons in the squad. Vehicles help with both of these issues. and are vulnerabl e to low strength shooting. Psybolt Ammo: 3 TL S6 shots with decent range is not bad. They often need to get close to deal damage. The biggest issue will be for assault h enchmen in non-assault vehicles as they will need to get out a turn before they can charge. it is best used either ke ep the rhino moving. For the rhino. and they can be a bit fragile. It is also cheap and keeps moving with fortitude and repair. but not on a regular basis. [Edit] Dedicated Transports Rhino Transport Capacity: 10 Fire Points: 2 -Fortitude -Aegis -No terminator armor allowed inside -Cheapest Base cost Builds: For the most part. There are some units that would be okay sitting in a ruin or behind a defense line. With a s mall transport capacity. Grey Knights tend to lack 48" range guns . some of the upgrades might be worth it if you have a few extra points. Overall Fortitude is a very nice spell to have. you keep the rhino plain. It is best used by Psyker Henchmen. Usually if you are taking one you a taking it just for the gun on top and taking a bare bones s quad inside of it. Assault henchmen do not like it as it is not an assault v ehicle. as it keeps the Razorback moving and shooting. TL Assault Canons. Razorback Transport Capacity: 6 Fire Points: 0 -Fortitude -Aegis -No terminator armor allowed inside -Can be cheap or very expensive Builds: TL Heavy Bolters. Shooty henchmen might not like this ride. or to let the occupants keep shooting. as they must get out to shoot stuff.

Mind Strike Missiles are a powerful option against the larger number of enemy psykers you will see this edition. Hurricane Bolters. due to the risk of loosing the unit in a crash landing. Shooting Henchmen love these guys. Remember they are only BS3 as we ll. but it does have higher front AV. but it has short range. You loo se the power of the close range flamer. They have the most fire points. ________________________________________ [Edit] Non-Dedicated Transports Storm Raven Transport Capacity:12 and a Dreadnought Fire Points:0 Flyer with Hover Mode -Assault Vehicle -Power of the Machine Spirit -Aegis -Fortitude -Deep Strike -Shadow Skies -Ceramite Plating -can hold terminators and jump infantry Builds: TL Multi-Melta.12. Overall: The storm raven is great value in 6th edition simply as a flying gunship. preventing them f rom getting into Rhinos and Razors. Multilaser/Heavy Bolter: Can now move and fire both guns in 6th edition. TL Lascannon: This version has the best long range fire power. Another t hing to note is that most Grey Knight HQ's come with terminator Armor. Psybolt Ammo: The Storm Ra ven Crusader. Good choice of weapon to use. The problem is not the vehicle . ________________________________________ Land Raiders Transport Capacity: 10. and they have a high enough damage potential in assault to make it worthwhile to put into the raven to begin with. and is protected from weapon on the ground. Most people usually run them with noth ing inside. Not the best for assaulting. make sure to build the multi-melta as it is good.Multilaser/Heavy Flamer: The classic favorite. The only uni t i would ever consider running in one is Assault Henchmen. it can shoot down other flyers. Typhoon Missile Laucher. but they can fire all their guns ou t of the top. The new firing rules allow you to use the S5 hurricane bolters to good effect as well. Overall: No fortitude. or 16 Fire Points: 0 -Assault Vehicle -Power of the Machine Spirit -Aegis -Fortitude -Can hold Terminators Builds: You know what they are. Good damage. TL Assault Cannon. The Melta on the front is great as it is fast moving and GK lack Meltas on other platforms . Overall: A big mass of AV14 with good guns and good rules. Another tactic is to let the henchmen go on foot and have some GK terminators st eal their ride. for consistent damage over the whole gam e. They have the 3++ IN V saves to take hits if it dies. They can get into chimeras making them a goo d option to carry your Librarian or Grand Master.

There are several henchmen that can benefit from this ability of the servo skull s: Psyker Henchmen Plasma Cannon Servitors Daemonhosts (roll power #5)<br They all have low AP blasts with decent range and strength. With 1D6 scatter yo u have a 50% chance of an on Target shot even if you roll a scatter. Assaul henchme n have High INT so are really hurt by no having grenades. The reduction of scatter rolls to 1D6 is very powerful. you can deny most scouts and infiltrat ors any prime locations on the battlefield. but inquisitors and techmarines ge t them for 3 points instead. Also. Special note on Servo skulls and Mind Strike missiles: These 2 things in combina tion will murder almost any psyker in 1 round of shooting. or forcing them to deplo y father away or in worse fire lanes.. With 2D6 scatter and BS 3. which the servo skull is a strong counter for. if you roll a scatter the Blast Marker is usually moving. [Edit] On Offense The servo skull reduces the scatter rolls or Deep strikers and Blast weapons wit hin 12" to 1D6 instead of 2D6 The reduction of deep strikers is not really useful to Henchmen. Sometimes great. It can be purchased on most GK HQ choices for 5 points. sometimes n ot. Scouts want to infiltrate onto a n objective in the middle of the board. The best buff they give the unit inside is grenades. I often see units like Space Marine scouts or Eldar rangers. One of the worst feelings is when you kill your own models with your own weapons. this 3 pt piece of wargear gives you control over a larg e section of the board. If a servo skull is nearby then you can fire blast weapons with little fear that they will land on your own units. but rather the FOC. It is very versatile and has defensive and offensive abilities a s well. they are a lot of points for something tha t is still vulnerable to Meltaguns and Dark Lances. it is best used with a larger squad of assault oriented Henchmen with an attache d character. but it could be nefit any Grey Knights in your list as most of them can deep strike. With 2-3 of them. Again. deal some damage while they hold it with a good cover save. the unit looses much of its power and usually becomes irrelevant to the outcome of the game. With a Servo skull ne arby a mind strike missile will only deviate far enough to not land on the targe . [Edit] On Defense The servo skulls prevents units from Infiltrating and making scout moves within 12" Before the game starts. and fire on targets that are closer to friendly un its that you normally would want to. which are very popular at the moment. where the Psy-Rifle Dread s are. By den ying the scouts the ability to get near any objectives. ________________________________________ [Edit] The Humble Servo Skull The Servo skull is a small piece of wargear that can make a huge difference to a henchmen unit. Also it reduces your maximum scatter dis tance from 9" to 3". It is in the Heavy Support slot.

Also. where the psykers fear to go. but your can even use the destructi on of your servo skulls to your advantage. [Edit] Example locations to place servo skulls 1) Near the enemy deployment zone. if you feel yo u have something to say about it. the enemy may have to move out of position for a turn or two to remove the servo skull. This is especially powerful against short ranged or assault based armies as they may try to get close to your units to avoid damage from blast weapons and also to deal damage. 2) In the middle of the board. The enemy is forced to move in order to destroy the skull. about 10" away from an objective. If you have crusaders anywhere in your army. covering an important fire lane. ________________________________________ [Edit] Unit Examples This should not need an explanation. high Str. Even if your opponent is aware of this. lo w AP firepower from your henchmen. 3) Near your firebase Servo skulls allow you to fire blasts at nearby enemy units without fear of coll ateral damage. It could be as simple as forcing s ome heavy weapons to move so they fire less effectively. I encourage any reader to add a unit here. Placing the skull near an important fire lane means the enemy will have to either weather the accurate fire or not deploy in that prime location. If the enemy wants to remove your servo skull. I only ask that you keep the format the same. they will take accurate. Since the objective is in the open. (about 1/9 shots) Given that most psykers have 2 wounds or less and now get no saves against the perils caused by the mind strike missiles. the psyker will probably die. (note: this obj ective should be placed in the open) If the enemy wants to take this objective. I will try to inc lude as many units as I can here. they must move away from the objective. Movement is a very big portion of how games are won or lost. bu ying you time where that unit is not firing at full power. I will simply say this.t psyker if you roll a scatter and a 6. or drawing an enemy uni t out of cover or off of an objective. the unit will not get a cover save. there are far too many unit builds and vehicle choices t o go through them all. [Edit] . you can take that objective and still have a strong save to preserve your unit. 4) To protect any terrain you want to scout or infiltrate into If you have infiltrators and so do your enemies you can ensure that you can infi ltrate onto objectives or prime areas of cover or vision in the center of the bo ard by denying enemy infiltrators that position. If you have the first turn. you can have a powerful first hit against your oppon ent with the help of accurate blast weapons. [Edit] Servo Skull destruction Servo skulls will die if an enemy unit moves within 6" of them This is a big downside of your servo skulls. your servo skulls will become huge piece s of area denial.

First off. The power attacks from the Crusaders can hurt the more armored foes. Also. Joined by a librarian with Shrouding. 5 Crusaders. but this can be countered if you want to mount the unit in a Land Raider Crusader/Redeemer instead. In combat. you have the ability to cast the power "summoning" and not have to ro ll for scatter. you can either boost the squads Strength by 2 (hammerhand and might o f titan). You do not care if he can't attack and you should be winning combat so you w ill not need his leadership. You must place him such that he is not in base cont act if possible. you will decimate vehicles in close combat Lastly. this unit is very deadly to vehicles as well. Refuse all challeng es. This can be used to drop either melta or template weapons right where they need to be to do the most damage. This gives you the ability to stand on objectives in open terrain as you do not need a cover save for this unit The most vulnerable part of this unit is the Inquisitor. Quicksilver. and then redeploy that force to another location. against everything else you can be 7+2D6 (MoT and Hammerhand). Rad and Psyko grenades. Mounted in a Storm Raven Points: 440 pts This is a much more powerful close combat unit. mounted in a Razorback with TL Assault Cannon and Psybol t ammo Points: 175 This unit was decent in 5th edition. You can hurt TEQ units. You will decimate MEQ units with few casualties. but will probably take some damage in r eturn. He does not have an INV save and only has 4+ armor. This also counters the low base initiative of both the crusaders and the a rcos. or only in combat with one or two members of the enemy unit. This can let you be more aggressive with their movement. or boost the squad to Int 10 and get +1 strength as well (quicksilver and might of titan). It can also be used to Bait a portion of the enemy force in one direction. Against walkers you can be I nt 10 with 6+2D6 (Quicksilver and MoT). Even loosing attacks if you multiple assault. The inquisitor is a buffing character NOT a beating face charact er. I am s ure you can find a use for extra movement. Mounted in a Storm Raven Crusader Points:550 This is a unit that has a lot of utility and options. and Summoning. the librarian power Shrouding is very powerful as well. joined by a Xeno Inquisitor with Divination . 1 Mystic. but the new vehicle and assaulting rules ma de assault henchmen in non-assault vehicles not viable ________________________________________ 5 Death Cult Assassins. With a lot of attacks from the Arcos you can deal damage to hordes an d other lightly armored foes. as the Arcos have FNP that combines well w .Close Combat Units 6 Death Cult Assassins. The only problem is that the heavy supp ort slot is often used by Psy-Rifle dreads The crusaders give this unit a measure of durability as well with 5 wounds with a 3++ save. 4 Crusaders. When combined wi th Flat out or smoke launcher cover saves vehicles become very durable. Might of Titan. Also. The lack of grenades is painful. ________________________________________ 5 Arco Flagelents.

Up to 6 Terminators can ride in this chimera and use the firepoints for Ps ycannons and Storm Bolters. the new 6th edition metagame makes this unit less relevant than it used to be. As this power is cast in the enemy turn. but you have bolters instead of lasguns. That being said. It will die fast when the tank dies. ________________________________________ 3 warrior acolytes mounted in a Chimera with heavy bolter and Heavy Flamer Points:67 This is an interesting unit. This unit can work well in a low point list as you are able to get a lot of vehicles on th e field. it does give your Plasma gu ns some extra wounds to die for them. 7 acolytes with bolters and 1 Psyker mounte d in a Chimera with ML/HB Points: 142 This is a imitation Mech Vet squad. You have 3 guys who shoot 3 deadly guns from insid e a transport. the transpor t is dedicated so no other unit can start in it. but anything can hop into it af ter the game starts. as it is the cheapest way to get a chimera on the f ield. it may still be useful if you want to spend more points on units in other FOC slots. That being said. this is just a scoring Razorback with 3 nearly useless guys in it. you ca n still use your own combat powers on your turn. The chimera guns are decent as well. but those extra wounds are not doing much for you. you trade anti-infantry power for un-neccesary anti-vehicle pow er. Then deploy the terminators where they can embark into the chimera on the first turn. It is cheaper by about 30 pts. ________________________________________ 3 warrior acolytes with Plasma guns mounted in a Chimera with ML/HB Points:97 This is pretty much the ultimate in MSU special weapon units. ________________________________________ [Edit] Shooting Units 3 warrior acolytes mounted in a Razorback with heavy bolter and Psybolt Ammo Points:62 This is a unit you would only take if you just want another transport of the fie ld. If you are running multiple copies of . The Heavy Bolter razor is very cheap and you get 3 TL S6 shots at 36" and fo rtitude. This unit can be mounted in any number of tran sports. then you could tak e a unit like this. In higher point games. but the Chimera lets them all shoot their weapons without disembarking. Do not expect much from it. You have less LD and BS. There is no fluff or extra bodies in this unit. If you want a cheap way to transport paladins or terminators. without spending a ton of points. and the 3 Henchmen in reserves . Remember. Put the chimera on the field. ________________________________________ 3 warrior acolytes with Plamsa guns. You can still have 6 scoring tanks that put out some damage. The Psyker in the squad is there to pepper the enemy wi th S3 large blasts as your Chimera rolls up the field. You do not need penetrating hits to kill Vehicles and Vehicles a re easier to hit. for not too many more points. Compared to the DCA unit.ith a strong cover save as well.

this unit. Consider addin g a vindicare or a storm raven to your list to take out the Psyker defense so these guys can perf orm at full power. giving you more damage and fewer overheats. or Heavy Infantry. The crusader is in the squad so you can place your inquisitor in the front of th e unit. He is there so you do not loose a kill point until he dies. They could also go into reserves to wait until the psy defens e is gone. you have a S10 AP1 large blast that is A1 at 36". HQ slots are less crowded in 6th ed with double FOC's and allies. The extra movement from the Chimera helps you with this. which is not so nice. 5 acolytes with bolters joined by an inquisitor with a Hellrifle and Divination Points: 155 I was not a fan of this unit in 5th edition. Against Eldar (runes or warding) this unit is not very efficient. That is nice. but I would not base an entire list on them. ________________________________________ 3 servitors with Plasma Cannons. The Psycannon inquisitor's shooting ability goes well with this unit. . or some extra combat pow er. S7 rending goes well with the versatility of the Plasmagun and will add some damage to wha tever you decide to shoot at. First off. ________________________________________ 3 warrior acolytes with Plasmaguns. he gives the unit r e-roll to hit. the warrior will remain . a MC. Also. You o nly need the one fire point for Psykers so a Rhino makes a lot of sense. However in 6th I am a much bigger f an. be it a light tank. and 3 AP 3 attacks so you can grind out the enemy unit while you loose combat. These guys are a nce unit to have. Depending on the roll you can either g et a good Anti-MEQ or anti-transport/MC shooting power both of which mesh well with the abilities o f the plasma gun. Take any small arms fire on his 2+ armor save. you get LD 10 stubborn so you never run. it could be devastating to a horde list. You can wait and hold them back until you roll a good shooting power and then co mmit them on that turn. 1 Crusader. He also brings a few more low AP close comba t attacks as well. The daemonhosts have a 5++ save and T4 and thus make decent bullet catchers. Also.Vindicare. It is c heap and it has fortitude as well. ________________________________________ 8 Psykers and 1 Warrior mounted in a Rhino Points:124 First off. You could also get FNP which is nice. and even deals decent damag e to MEQ in cover. and he (and the rh ino he is in) can still score as well. and anything dangerous (A P2 or S6) you roll LOS and put it on the crusader instead. If (when) the psykers all die from a perils of the warp. It is just a little insurance against what could be a game changing dis aster. Your cannons are very accurate with a re-roll to hit and you even have a c hance to snipe out an important marine if you roll a 6 to hit with your Mini. blast weapons are much better as they can kill models out of LOS and can hit multiple vehicles as well. 5 daemonhosts joined by a Termin ator Psycannon Inquisitor with divination mounted in a Chimera with ML/HF Points:272 This is another variation on the same theme. Then in close combat.

rending is good on the Heavy flamers and Bolters. then this guy takes an elite FOC and not a HQ one. 3 Death Cult Assassins. but also INT 6 AP3 attacks as well. The unit can start in one corner and blas t away with the long range guns. this unit would be a good candidate to use with the librarian power "summoning". You could drop a crusader and an assassin and then you could fit in a Storm Raven or Chimera. is has some reasona ble shooting power like the above. Then when something gets close. Psyotroke and warding mounted in a Land Raider Crusader with MM Points:582 There are serval things to talk about with this unit. You could easily divi . With the warding staff he is also very durable to return attacks. not only do they take overwatch shots. he can bolster a ruin which is very effe ctive for a Vindicare who now gets a 2++ cover save in that ruin. mid range anti-infantry shots (bolters). with 2 Jokaero you get th e best results on the upgrade table as well.________________________________________ 2 Jokaeros. ________________________________________ [Edit] Mixed Role Units 3 warriors with Plasmaguns. Then if the enemy tries to charge your shooty unit. If you want to run Coteaz and a Libr arian. but he does only have one wound. Your bolters dudes can take wounds in combat. The Land Raider was chosen as a transport due to the increased transport capacit y. 5 warriors with bolters mounted in a Chim era with ML/HB Points: 192 This unit is a great multi-purpose shooting unit. This unit is just as deadly in combat as the unit in the "combat unit" section. First. but gains versatility instead. 3 warriors with meltaguns. Then they can unload their close range fire power as well. 3 warriors with meltaguns. joi ned by an inquisitor in terminator armor and a psycannon with divination mounted in a Chimera with ML/HF Points: 272 Basically this is a unit with strong close range firepower. In addition. a nd the Armor or INV saves are a good defensive bonus as well. It is mostly a matter of how many Heavy FOC sl ots you are using for Psyrifle dreads. This unit trades eff iciency in any one role. A mixed unit like this needs a few more bodies in it to still be effective in both the shooting and assault phases. However. The Techmarine is very similar to a Xenos inquisitor. 4 Crusaders joined by a Techm arine with Rad. It has long range anti-tank sh ots (lascannons). Also. Being able to repair a vehicle might be useful. all these guns come with a price tag. It is more expensive and now it can deal damage in the shooting phase as well. and short ranged anti-infantry (heavy flamers). but it can do a lot of things. Short range anti-tank (meltas). and the ability to f ight in the assault phase as well. This unit can make great use of any of the Jokaero upgrades as well. but maybe not. With a multitude of short range guns. He can cast Hammerhand and has the special grenades. Extra range is great on the melta guns. they are teleported away misdir ecting a portion of the enemy force. 4 warriors with bolters. You can try to shoot and break open tanks to assault the insides. bu t you will not run even if you loose due to LD 10 stubborn. The unit is very expensive. 5 Death Cult Assassins.

de the unit in two and be able to shoot at something different from what you ass ault. Share Share on Facebook . Click Here. ________________________________________ [Edit] Henchmen in 6th edition lists Here is the Link to Inquisitorial Henchmen in 6th Edition Lists ~ Svendrex Discussion Got Comments? Discuss This Page in the Forums. Either option is viable.