VOXROSTER
CodexFactionsDeathwatchIndomitor Kill Team

Indomitor Kill Team

M5"
T6
SV3+
W3
LD6+
OC1

Composition & Wargear

10× Kill Team Heavy Intercessor
Up to 3 Kill Team Heavy Intercessors w/ melta weapons take: melta rifle (max 3) / multi-melta (max 1)
Up to 3 Kill Team Heavy Intercessors w/ twin power fists take: Auto boltstorm gauntlets, Twin power fists (max 3) / Flamestorm gauntlets, Twin power fists (max 3)
Up to None Kill Team Heavy Intercessors take: Deathwatch heavy bolt rifle / Deathwatch heavy bolter (max 1)

Ranged Weapons

WeaponRangeABSSAPD
Bolt pistol 12"13+ 401
Melta rifle 18"13+ 9-4D6
Multi-melta 18"24+ 9-4D6
Auto boltstorm gauntlets 18"33+ 401
Fragstorm grenade launcher 18"D63+ 401
Flamestorm gauntlets 12"D6+1N/A 401
Deathwatch heavy bolt rifle 30"23+ 5-22
Deathwatch heavy bolter 36"33+ 5-23
Vortex bolt 24"12+ 40D3+3

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon Melee33+ 401
Twin power fists Melee33+ 8-22
Paragon Blade Melee62+ 6-33
Monster Slayer of Caliban Melee72+ 6-22
Encarmine Warblade Melee62+ 6-33

Abilities

Indomitor Doctrines Datasheet

Each time a model in this unit makes a ranged attack that targets the closest eligible target, or makes a melee attack in a turn in which it made a Charge move, improve the Strength characteristic of that attack by 2.

Attached Unit Datasheet

If a CHARACTER unit from your army can be attached to a HEAVY INTERCESSOR SQUAD, it can be attached to this unit instead.

Mission Tactics Core

Refer to the Detachment Rule for more information.

Oath of Moment Core

If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.

Ignores Cover Core

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).

Torrent Core

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

Assault Core

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

Heavy Core

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:  - That unit is unengaged.  - That unit was not set up on the battlefield this turn.  - No model in that unit has moved more than 3" this turn.

Lethal Hits Core

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.  Designer’s Note:* Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound* and so cannot trigger other abilities such as [DEVASTATING WOUNDS].

Sustained Hits Core

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).