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Inquisitor Henchmen/servo skulls question?


jerry

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Hey it was brought to my attention about henchmen/servo skulls in my last game for transport,I know they can have up to twelve models in a chimera

but my question is,with the twelve can the inquisitor also take three servo skulls? Or are they counted towards the twelve total in a squad?

In which codex? I can't speak for the old Witch Hunters dex, I'm afraid.

 

Insofar as the new GK codex, Servo skulls are counters - not infantry - and thus don't attach to your squad and can't embark on a transport (much less take up space in one).

Yea, I think in the old codex servo skulls were basically just additional wounds for the Inquisitor.

 

In the new dex you put them out at some point during deployment (I forget when exactly, no book on me), but their effects include: Infiltrators can't deploy within 12"; Scout moves can't take a unit within 12"; any of your units Deep Striking within 12" (or 6"?) reduce scatter to 1d6; any templates of yours that land within 12" (or 6"?) reduce scatter to 1d6. They're nifty little doodads that "self-destruct" should an enemy unit move within 6" (12"?) of them.

 

For the particulars, check your codex. ;)

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