Lord Inquisitor Kyria Draxus [5 PL, 85pts]
Selections: Dirgesinger, Power fist, Smite, Warlord
Categories: Faction: Imperium, Faction: Inquisition, Faction: Ordo Xenos, Character, Infantry, Psyker,
Inquisitor, Agent of the Imperium, Kyria Draxus, Warlord
Abilities: Authority of the Inquisition, Paralysis Grenades, Quarry, Radical, Refractor Field, Shang, Unquestionable
Wisdom, Psychic Power: Smite, Psyker: Lord Inquisitor Kyria Draxus, Unit: Lord Inquisitor Kyria Draxus, Weapon:
Dirgesinger, Power fist
Abilities Description Ref
INFANTRY units with this ability can embark aboard any IMPERIUM TRANSPORT model,
even if that model normally only permits models with other Faction keywords to do so.
All other restrictions apply normally, and INQUISITOR TERMINATOR models can only
embark aboard TRANSPORTS that specifically allow TERMINATOR models to do so.
If your army is battle-forged, the following rules apply:
No more than one INQUISITOR unit can be included in any INQUISITION detachment
(that is, a detachment that only includes INQUISITION units).
Authority of the
You can include one AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding
Inquisition
FALLEN) Patrol, Battalion and Brigade Detachment in your army without those units
taking up slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM
unit does not prevent other units from their Detachment from benefiting from
Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity, etc.), and it does not
prevent other units from your army from benefiting from abilities that require every
model in your army to have that ability (e.g. Combat Doctrines, etc.). An AGENT OF THE
IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is
ignored for any rules that state all units from that Detachment must have at least one
Faction keyword in common (e.g. in a matched play game), and when determining your
Army Faction.
At the start of the Fight phase, if this model made a charge move this turn, you can
select one enemy unit that is within 1" of this model. Until the end of that phase, the
enemy unit cannot be selected to fight until all other eligible units have done so. If that
Paralysis
unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it
Grenades
did not have this ability. If both players have units that cannot fight until all other units
have done so, then alternate choosing which of those units to fight with, starting with
the player whose turn is taking place.
When resolving an attack made by a model in this unit against a unit that is not CHAOS,
Quarry
IMPERIUM, or UNALIGNED, you can re-roll the hit roll and you can re-roll the wound roll.
Once per battle round, you can re-roll one hit roll, wound roll, damage roll, saving throw,
Radical
Psychic test or Deny the Witch test made for this Warlord.
Refractor Field This model has a 5+ invulnerable save.
When this model manifests the Smite psychic power, you can select one enemy unit
Shang
within 18" and visible to this model to be affected, instead of the closest enemy unit.
Unquestionable All Friendly IMPERIUM units within 6" of an Inquisitor can use the Inquisitor's
Wisdom Leadership characteristic instead of their own.
Psychic Warp
Range Details Ref
Power Charge
Smite has a warp charge value of 5. If manifested, the closest visible enemy
unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result
Smite 5 18"
of the Psychic test was more than 10 the target suffers D6 mortal wounds
instead.
Psyker Cast Deny Powers Known Other Ref
Lord Inquisitor Kyria Draxus 1 1 Smite and 1 power from the Telethesia Discipline -
Unit M WS BS S T W A Ld Save Ref
Lord Inquisitor Kyria Draxus 6" 2+ 3+ 3 3 5 4 9 3+
Weapon Range Type S AP D Abilities Ref
When resolving an attack made with this weapon, on a
Assault
Dirgesinger 18" 4 0 2 wound roll of 6+ this weapon has an Armour Penetration
2
characteristic of -3 for that attack.
Each time an attack is made with this weapon, subtract 1
Power fist Melee Melee x2 -3 2
from that attack’s hit roll.
HQ [4 PL, 80pts]
Techmarine [4 PL, 80pts]
Selections: Bolt pistol, Boltgun, Combi-plasma [10pts], Frag & Krak grenades, Omnissian power axe, Servo-arm
Categories: Faction: Adeptus Astartes, Character, Faction: Imperium, Infantry, Techmarine, HQ
Rules: Angels of Death, Combi Weapon
Abilities: Awaken the Machine Spirits, Blessing of the Omnissiah, Unit: Techmarine, Weapon: Bolt pistol, Boltgun,
Frag grenades, Krak grenades, Omnissian power axe, Plasma gun, Standard, Plasma gun, Supercharge, Servo-arm
Abilities Description Ref
Awaken In your command phase, this model can awaken one friendly <CHAPTER> VEHICLE model
the within 3" of it. Until the start of your next command phase, each time that VEHICLE model
Machine makes a ranged attack, add 1 to that attack's hit roll. Each model can only be awakened once
Spirits per turn.
Blessing
At the end of your Movement phase this model can repair a one <CHAPTER> VEHICLE within
of the
3". That VEHICLE regains D3 lost wounds. Each model can only be repaired once per turn.
Omnissiah
Unit M WS BS S T W A Ld Save Ref
Techmarine 6" 3+ 2+ 4 4 4 3 8 2+
Weapon Range Type S AP D Abilities Ref
Bolt pistol 12" Pistol 1 4 0 1 -
Rapid
Boltgun 24" 4 0 1 -
Fire 1
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Omnissian
Melee Melee +2 -2 2 -
power axe
Plasma gun, Rapid
24" 7 -3 1 -
Standard Fire 1
If any unmodified hit rolls of 1 are made for attacks with
Plasma gun, Rapid
24" 8 -3 2 this weapon profile, the bearer is destroyed after
Supercharge Fire 1
shooting with this weapon.
Each time the bearer fights, no more than one attack can
Servo-arm Melee Melee x2 -2 3
be made with each servo-arm.
Elites [12 PL, 240pts]
Aggressor Squad [6 PL, 120pts]
Selections: 2x Flamestorm Gauntlets, 2x Aggressor [80pts], Aggressor Sergeant [40pts]
Categories: Faction: Adeptus Astartes, Aggressor Squad, Faction: Imperium, Infantry, Mk X Gravis,
Primaris, Core, Elites
Rules: Angels of Death, Combat Squads
Unit: Aggressor, Aggressor Sergeant, Weapon: Flamestorm Gauntlets (Melee), Flamestorm Gauntlets (Shooting)
Unit M WS BS S T W A Ld Save Ref
Aggressor 5" 3+ 3+ 4 5 3 3 7 3+
Aggressor Sergeant 5" 3+ 3+ 4 5 3 4 8 3+
Weapon Range Type S AP D Abilities Ref
Flamestorm Gauntlets When attacking with this weapon, you must
Melee Melee x2 -3 2
(Melee) subtract 1 from the hit rolls.
Flamestorm Gauntlets Assault
12" 4 0 1 This weapon automatically hits its target.
(Shooting) D6
Aggressor Squad [6 PL, 120pts]
Selections: 2x Flamestorm Gauntlets, 2x Aggressor [80pts], Aggressor Sergeant [40pts]
Categories: Faction: Adeptus Astartes, Aggressor Squad, Faction: Imperium, Infantry, Mk X Gravis,
Primaris, Core, Elites
Rules: Angels of Death, Combat Squads
Unit: Aggressor, Aggressor Sergeant, Weapon: Flamestorm Gauntlets (Melee), Flamestorm Gauntlets (Shooting)
Unit M WS BS S T W A Ld Save Ref
Aggressor 5" 3+ 3+ 4 5 3 3 7 3+
Aggressor Sergeant 5" 3+ 3+ 4 5 3 4 8 3+
Weapon Range Type S AP D Abilities Ref
Flamestorm Gauntlets When attacking with this weapon, you must
Melee Melee x2 -3 2
(Melee) subtract 1 from the hit rolls.
Flamestorm Gauntlets Assault
12" 4 0 1 This weapon automatically hits its target.
(Shooting) D6
Heavy Support [19 PL, 340pts]
Repulsor Executioner [19 PL, 340pts]
Selections: Auto Launchers, 2x Fragstorm Grenade Launcher, Heavy Onslaught Gatling Cannon, Ironhail Heavy
Stubber [5pts], Macro Plasma Incinerator, 2x Storm bolter, Twin Heavy Bolter, Twin Icarus Ironhail Heavy Stubber
Categories: Faction: Adeptus Astartes, Faction: Imperium, Repulsor, Vehicle, Transport, Machine Spirit,
Repulsor Field, Heavy Support, Smokescreen
Rules: Angels of Death, Explodes (6"/D6)
Abilities: Aquilon Optics, Hover Tank, Transport: Transport, Unit: Repulsor Executioner [1] (9+ wounds remaining),
Repulsor Executioner [2] (5-8 wounds remaining), Repulsor Executioner [3] (1-4 wounds remaining), Weapon:
Fragstorm Grenade Launcher, Heavy Onslaught Gatling Cannon, Ironhail Heavy Stubber, Macro Plasma Incinerator,
Standard, Macro Plasma Incinerator, Supercharged, Storm bolter, Twin Heavy Bolter, Twin Icarus Ironhail Heavy
Stubber
Abilities Description Ref
Aquilon Each time this model makes an attack with its heavy laser destroyer or macro plasma
Optics incinerator, add 1 to that attacks hit roll
Hover Distances and ranges are always measured to and from this model's hull even though it has a
Tank base.
Transport Capacity Ref
This model can transport 6 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS
Transport
model takes up the space of 2 other models. It cannot transport JUMP PACK models.
Unit M WS BS S T W A Ld Save Ref
Repulsor Executioner [1] (9+ wounds remaining) 10" 6+ 3+ 8 8 16 6 9 3+
Repulsor Executioner [2] (5-8 wounds remaining) 5" 6+ 4+ 8 8 N/A D6 9 3+
Repulsor Executioner [3] (1-4 wounds remaining) 3" 6+ 5+ 8 8 N/A D3 9 3+
Weapon Range Type S AP D Abilities Ref
Fragstorm
Assault
Grenade 18" 4 0 1 Blast
D6
Launcher
Heavy Onslaught Heavy
30" 6 -1 1 -
Gatling Cannon 12
Ironhail Heavy Heavy
36" 4 -1 1 -
Stubber 4
Macro Plasma
Heavy
Incinerator, 36" 8 -4 2 Blast
D6
Standard
Macro Plasma Blast. Each time an unmodified hit roll of 1 is made for
Heavy
Incinerator, 36" 9 -4 3 an attack with this weapon profile, the bearer suffers 1
D6
Supercharged mortal wound after shooting wiht this weapon.
Rapid
Storm bolter 24" 4 0 1 -
Fire 2
Twin Heavy Heavy
36" 5 -1 2 -
Bolter 6
Twin Icarus Add 1 to hit rolls made for this weapon against targets
Heavy
Ironhail Heavy 36" 4 -1 1 that can FLY. Subtract 1 from hit rolls made for this
8
Stubber weapon against all other targets.
Flyer [10 PL, 205pts]
Stormhawk Interceptor [10 PL, 205pts]
Selections: 2x Assault cannon, Icarus stormcannon, Typhoon missile launcher [20pts]
Categories: Faction: Adeptus Astartes, Fly, Faction: Imperium, Vehicle, Stormtalon Gunship, Aircraft, Flyer
Rules: Airborne, Angels of Death, Explodes (6"/D3), Hard to Hit, Supersonic
Abilities: Infernum Halo-launcher, Unit: Stormhawk Interceptor [1] (6+ wounds remaining), Stormhawk Interceptor [2]
(3-5 wounds remaining), Stormhawk Interceptor [3] (1-2 wounds remaining), Weapon: Assault cannon, Icarus
stormcannon, Typhoon missile launcher, Frag missile, Typhoon missile launcher, Krak missile
Abilities Description Ref
Infernum Halo- When a ranged attack made by an Aircraft model is allocated to the bearer, add 1 to any
launcher armour saving throw made against that attack
Unit M WS BS S T W A Ld Save Ref
Stormhawk Interceptor [1] (6+ wounds remaining) 20-60" 6+ 3+ 6 7 10 3 8 3+
Stormhawk Interceptor [2] (3-5 wounds remaining) 20-45" 6+ 4+ 6 7 N/A D3 8 3+
Stormhawk Interceptor [3] (1-2 wounds remaining) 20-30" 6+ 5+ 6 7 N/A 1 8 3+
Weapon Range Type S AP D Abilities Ref
Heavy
Assault cannon 24" 6 -1 1 -
6
Each time an attack is made with this weapon against
Icarus Heavy
48" 7 -1 2 an AIRCRAFT unit, make 2 hit rolls instead of 1 and
stormcannon 3
add 1 to both those hit rolls.
Typhoon missile
Heavy
launcher, Frag 48" 4 0 1 Blast.
2D6
missile
Typhoon missile
Heavy
launcher, Krak 48" 8 -2 D6 -
2
missile
Force Rules
And They Shall Know No Fear:
Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers
()
Angels of Death:
This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat
Doctrines.
()
Bolter Discipline:
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt
weapons make double the number of attacks if any of the following apply
- The shooting model's target is within half the weapon's range
- The shooting model is Infantry (excluding Centurion models)
and it's unit Remained Stationary in your previous Movement
Phase.
- The shooting model is a Terminator or Biker
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. ()
Combat Doctrines:
(See page 125 of Codex Space Marines)
()
Shock Assault:
Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then
until that fight is resolved, add 1 to the Attacks characteristic of models in this unit. ()
Selection Rules
Airborne:
This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight
phase by units that can FLY.
()
Angels of Death:
This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat
Doctrines.
()
Combat Squads:
Before any models are deployed at the start of the game, this unit when containing its maximum number of
models, may be split into two units each containing an equal number of models.
()
Combi Weapon:
When attacking with this weapon, choose one or both of the profiles. If you choose both, subtract 1 from all hit
rolls for this weapon.
()
Explodes (6"/D3):
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within
6" suffers D3 mortal wounds. ()
Explodes (6"/D6):
When this model is destroyed, roll one D6 before removing it from play. On a 6 it explodes and each unit within
6" suffers D6 mortal wounds.
()
Forged in Battle:
- Each time a unit with this tactic is selected to shoot or fight, you can re-roll one wound roll when resolving that
unit's attacks.
- Each time an
attack with an Armour Penetration characteristic of -1 is allocated to a model with this tactic, that attack has an
Armour Penetration characteristic of 0 instead.
()
Hard to Hit:
Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
()
Supersonic:
Each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90 (this does not
contribute to how far the model moves) then move the model straight forwards. It cannot pivot again after the initial pivot
()
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