Crusader

Before rising to the rank of Inquisitor, you served as a Crusader, the holy warrior of the Adeptus Ministorum.

Crusaders display their devotion to the Emperor as honour guards or executioners, and such is the zeal of the Crusaders that it makes them ideal recruits for the Inquisition.

Basic Traits
Inquisitors with the Crusader background are fearsome warriors using heavy armour and weaponry. On the battlefield they relentlessly march through fire, like the legendary Juggernauts of the old Terran myths. They are the slowest of the three agent archetypes, trading mobility for protection and firepower.

Crusaders must spend Focus points to operate Power Armour and Heavy Weapon skills. Focus is a Crusader-exclusive resource, recharging with time at a fixed rate.

Only Crusaders are capable of wielding Shields and heavy Melee weapons, making them the most efficient close-quarters agents in open confrontations.

Crusaders are permitted to wear Power Armour, so they can soak up a tremendous amount of damage that would slay a mere mortal in seconds.

The Assault Crusader is the master of hand-to-hand combat, wielding Power Sword and Suppression Shield or the two-handed, energy-infused Greatsword, cutting through several enemies at the same time or mitigating incoming damage with shocking efficiency. A Power Armour equipped with a light but effective. The wearer is capable of making long jumps across the battlefield and deal impact damage at arrival. This powerful ability can be used for offensive and defensive purposes alike. Also equipped with a Refractor field generator.
 * Power Sword, Greatsword and
 * Assault Armour
 *  +20% melee damage while surrounded by 3 or more enemies.
 *  +20% melee damage while surrounded by 3 or more enemies.


 * Close Combat
 * Support
 * Hit Point
 * Defense
 * Defense


 * Attributes:
 * Warfare 2
 * Toughness 3
 * Virtue 1

The Tactical Crusader takes the fight to the enemy wielding the common, but versatile ranged weapons of the Imperium. They can be used for devastating burst fire and presice aimed shots alike, depending on the situation. An ancient Power Amour variant equipped with a sophisticated Tactical Cogitator and a Teleport Beacon System. The wielder can summon automated from the dropship in orbit and wreak terrible havoc upon the enemy. Also equipped with a dispenser belt.
 * and
 *  +20% ranged damage when moving, lasts 2 second after stop.
 *  +20% ranged damage when moving, lasts 2 second after stop.


 * Ranged Combat
 * Single DPS
 * Support
 * Movement
 * Movement


 * Warfare 2
 * Toughness 2
 * Virtue 2
 * Virtue 2

The Heavy Gunner starts out with common Imperial armament, unlocking more potent weapons of mass destruction later down the path. The Shotgun is an ancient tool for close-quarters butchery, while the Lasgun is a versatile rifle for medium range encounters. A heavy armour equipped with an auxiliary. This rare Power Armour variant was tailored specifically to the need of Inquisitorial retinues in need of fire support in desolate, isolated environments. Also equipped with a dispenser belt.
 * and
 *  +5% damage per kill, 5 second duration.
 *  +5% damage per kill, 5 second duration.


 * Ranged Combat
 * Area Effects
 * Support
 * Defense
 * Defense


 * Warfare 3
 * Toughness 2
 * Virtue 1
 * Virtue 1

ADVANCED STRATEGY
Here is a list of some of the most powerful "things" available to players seeking to dominate the current hardest end-game content (eg, +14 Void Crusade supreme missions).

Archeotech Shards

 * Cognis Shard V
 * +15% Ranged Damage Bonus (In weapon)
 * This shard goes best with the -50/+50 doctrine.
 * Cybersmith Shard V
 * +15% Melee Damage Bonus (In weapon)
 * This shard goes best with the -50/+50 doctrine.
 * Sicarian Shard V
 * +10 Critical Hit Strength (In other)
 * Put two of these in your belt sockets.
 * You can also put 3-6 more in your main implant and inoculator.
 * Remember that the crit strength breakpoint you want to hit during battle is 106.
 * 1-40 Criticals deal 150% damage
 * 41-70 Criticals deal 200% damage
 * 71-85 Criticals deal 250% damage and apply 100% stronger DoTs
 * 86-95 Criticals deal 300% damage and apply 100% stronger DoTs
 * 96-105 Criticals deal 350% damage and apply 200% stronger DoTs
 * 106+ Criticals deal 400% damage and apply 200% stronger DoTs

Passives

 * Melee Combat
 * Expose Weakness
 * Adds a Vulnerability to the target based on the damage type on Melee Critical Hit. Stacks up 10 times
 * Vulnerabilities = debuffs = damage
 * Area Effects
 * Master of Ordnance
 * +5 Critical Hit Strength to Area of Effect skills.
 * 106 Crit Strength = 400% damage
 * Eradicative Protocols
 * -4% from the remaining Cooldown on Hit, -8% on Kill for the used Area of Effect skill if that has at least 1 second Cooldown.
 * This works very well with the Grav-Gun's Gravity Implosion skill
 * Physical Attacks
 * Impact Neurosis
 * Critical Hits dealing Physical Damage adds a Physical Vulnerability stack to the target.
 * Vulnerabilities = debuffs = damage
 * Aimed Shots
 * Gaping Wounds
 * +8 Critical Hit Strength for Aimed and Sniper skills.
 * 106 Crit Strength = 400% damage
 * Critical Hits
 * Berserker Rage
 * 1% of max HP healed on Critical Hit.
 * Very strong source of healing when your gun hits fast and often (eg, Autopistol)
 * Cold Blood
 * +1 Class Resource point on Critical Hit.
 * More focus = more missiles
 * Red Thirst
 * 10% Damage Bonus for 10 seconds when a Critical Hit kills. Stacks up to 10 times
 * +100% bonus damage is nothing to scoff at.
 * Heat Attacks
 * Superheated Discharge
 * Critical Hits dealing Heat damage add a Heat Vulnerability stack to the target.
 * Vulnerabilities = debuffs = damage
 * Debuffs
 * Dirty Fighting
 * +5% Damage Bonus for each debuff effects on the target. Stacked vulnerabilities count as multiple effects.
 * With 33 debuffs (three full vulnerability stacks + shock/slow/fear, for example), you get an extra 165% damage.
 * Suppression
 * Grim Resolve
 * 20% Damage Bonus and 10% Damage Reduction for 1 second on hit taken when Suppression status is Protected.
 * This keystone is a bonus. The suppression tree is one of the most efficient in the game.
 * Movement
 * Cerebral Feedback
 * -10% from the Remaining Cooldown on Critical Hit for Skills that has at least 1 second Cooldown.
 * With high crit, this skill acts as a mini-Eradicative Protocols.
 * Health
 * Neural Rewiring
 * -20% Suppression Damage taken when HP is above 50%.
 * Good passive if you're not using AB2.
 * Defense
 * Defensive Stance
 * 20% of Damage Reduction is added to Deflect.
 * Good (and cheap) source of deflect
 * Skeletal Padding
 * +20% Damage Reduction from armor.
 * Good (and cheap) source of DR.
 * Puritan
 * Daemonic Lore
 * +20% Damage Bonus against Daemons.
 * Great damage for a single point.
 * Holy Rage
 * 20 Warp Resistance and +5% Damage Bonus on taking Warp Damage.
 * Great resistance for a single point.
 * Holy Conclave
 * +4% Maximum HP and +2% Damage Bonus to you and nearby allies (stacks with other players' Holy Conclave).
 * Good synergy with other Puritanical Crusaders.

Perks

 * Augmented Body II
 * Immunity to Suppression Damage No HP regeneration (can only be healed by the Inoculator or similar effects)
 * Very useful for some builds. Some believe this to be an essential, but I stopped using it months ago (no need since I started using my invulnerability holy armor).
 * Diversive Tactics
 * Hits increase the enemy's resistance against that damage type by 5% But also add Vulnerability to all other types.
 * This perk is one of the keys to getting an extra ~800% extra damage.

Psalm-Codes

 * Iron Psalm
 * 1% Crit Chance & +1 Crit Power for 2 seconds upon kill
 * 106 Crit Strength = 400% damage
 * Ordinatus Psalm
 * Reduce the Target's armor by 5% per Hit
 * Very useful vs elites (and some champs)

Psalm-Code Doctrines

 * All Critical hits also Stun enemies
 * This doctrine goes very well with the "stun splode" enchant.
 * Sadly, since it's a 4-psalm-code doctrine, it reduces the efficiency of some builds.
 * +50% Physical Damage and Physical Resistance of enemies is halved
 * Very useful doctrine. Synergizes well with Diversive Tactics, which adds resistance to the enemy.
 * I didn't mention the other -50/+50s because the physical Sader builds are the ones I consider top-tier.
 * For each projectile with Physical Damage, two additional projectiles are created in a 10° cone but skill damage is halved
 * Currently "bugged". The 50% reduction in damage is not multiplicative.
 * Does obscene damage, especially with the Demolition Armour.

Relic Enchants

 * +% Damage Bonus for every Debuff on the target
 * This enchant is one of the most powerful in the game (I'd rate it #1, overall). Combined with Diversive Tactics, you get ~800% extra damage.
 * can be rolled on:
 * Grav-Gun (top-tier)
 * Grav-Pistol
 * Grenade Launcher (top-tier)
 * Heavy Flamer (top-tier)
 * Inferno Pistol
 * Lasgun
 * Laspistol
 * Meltagun
 * Multi-Melta
 * Plasma Cannon
 * Plasma Gun
 * Plasma Pistol
 * Shotgun
 * Invulnerability on Kill for 2 seconds
 * I consider this enchant to easily be one of the best in the game, especially for ranged Crusaders.
 * can be rolled on:
 * Power Armor
 * Stunned enemies explode on Kill, dealing area damage equivalent to % of the killing blow's damage
 * This enchant suffers versus single enemies, but is EXTREMELY powerful vs tightly grouped packs of enemies.
 * can be rolled on:
 * Grenade Launcher
 * Power Hammer
 * Thunder Hammer (probably the most powerful melee Sader weapon)

Primary Enchants

 * +% Critical Hit Chance
 * more crit = higher chance of dealing 400% damage
 * can be rolled on:
 * all Crusader weapons
 * Eye Implant
 * Signum
 * + Critical Hit Strength
 * 106 Crit Strength = 400% damage
 * can be rolled on:
 * all Crusader weapons
 * Eye Implant
 * Signum

Secondary Enchants

 * Champion and Elite enemies have a +15% chance to drop a Supply Charge
 * EXTREMELY useful enchant
 * can be rolled on:
 * Inoculator

Weapons & Armors

 * Demolition Armour
 * missile launcher is by far one of the best weapons in the game
 * it also benefits from the 3-shot doctrine
 * Grav-Gun
 * high damage and strong AOE
 * Grenade Launcher
 * high damage and strong AOE
 * synergizes brilliantly with the 3-shot doctrine and Demolition Armour
 * Heavy Flamer
 * spam 1
 * Thunder Hammer
 * requires "stun splode" to become OP

Crafting

 * Machine God's Spark
 * Without these, you cannot even hope to craft/optimize/perfect your gear.
 * Be sure to level your Ordos Hereticus vendor so that you can purchase them every night.
 * Ancient Mechanisms
 * Easier to come by, but still vital to gear optimization.

Leveling

 * Early Game
 * campaign or power leveling
 * Midgame
 * Intels
 * The Treasure Trove (All Reward Bonus: +70%)
 * Superstition (All Reward Bonus: +70%)
 * Murder (All Reward Bonus: +40%; XP Reward Bonus: 150%)
 * Lategame
 * Void Crusades
 * The Treasure Trove (All Reward Bonus: +70%)
 * Superstition (All Reward Bonus: +70%)
 * Murder (All Reward Bonus: +40%; XP Reward Bonus: 150%)

Videos

 * Azrael
 * https://www.youtube.com/channel/UC1aLjYfCQ2N77KXkAmCCfUw