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Inquisitor Lord (45) with:
Equipment:
Daemonhammer (30), bolt pistol (1), Sacred Incense
(10), Consecrated Scrolls (5), Grimoire of True Names
(10).
Psychic Powers:
Destroy Daemon (15), Banishment (20)
Henchmen:
2 Acolytes (16), 2 Warriors: Combat-Servitors (20) with
power fists (30), 1 Familiar (6)
Cost: 216 points
Abilities:
When fighting daemons, the Sacred Incense imposes
-1 Initiative, and due to his Familiar he strikes at
Initiative 5 so will almost always go first. He has
5 Attacks on charge, halves the opposing daemon's WS
because of the Grimoire so that he will usually hit
on 3's (he has WS 5 due to his Warrior Henchmen), he
ignores Armour saves, and may re-roll any failed to
hit or to wound rolls because of his Destroy Daemon
power. Even if a Greater Daemon survives this assault
a successful wound will mean it is stunned and may not
attack until the end of the next Assault phase, giving
him a second chance to kill his foe without retaliation.
His Combat Sevitors have six further power fist attacks
and he can assign his wounds to his two Acolytes. Combined
with the Consecrated Scrolls, he can also force any
Instability test to be rolled on 3D6 rather than 2D6
because of his Banishment power. Ouch!
Tactics:
Get this guy into combat with daemons by whatever
means necessary, possibly by putting him in a Chimera
or Rhino. Use the Acolytes and Familiar to soak up wounds
inflicted. If there is a Greater Daemon in the opponent's
force, wait for it to appear, then slam this guy into
it at the first opportunity.
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