The Familiar — 6 points
(Cherubim/Servo-skull/Psyber-eagle)
If an Inquisitor has one or more Familiars in his retinue, he benefits from +1 Initiative. For each Familiar the Inquisitor has in his retinue, he may purchase one more psychic power than normally allowed from the Daemonhunters Psychic Powers list (page 12). However, he may only use one of these powers per turn. When the Inquisitor is removed from play, any Familiars he may have had are also removed. If the Familiar is removed, the Inquisitor's psychic powers are unaffected.
Familiars count as being armed with a single close combat weapon.