VOXROSTER
CodexFactionsEmperor's ChildrenTormentors

Tormentors

M7"
T4
SV3+
W2
LD6+
OC2

Composition & Wargear

4-9× Tormentor
Each model one of: Boltgun / Plasma gun (max 2) / Meltagun (max 2)

Ranged Weapons

WeaponRangeABSSAPD
Bolt pistol 12"13+ 401
Plasma pistol - standard 12"13+ 7-21
Plasma pistol - supercharge 12"13+ 8-32
Boltgun 24"23+ 401
Plasma gun - standard 24"13+ 7-21
Plasma gun - supercharge 24"13+ 8-32
Meltagun 12"13+ 9-4D6

Melee Weapons

WeaponRangeAWSSAPD
Rapture lash Melee63+ 4-11
Power sword Melee43+ 5-21
Close combat weapon Melee33+ 401

Abilities

Objective Defiled Datasheet

At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.

Infiltrators Core

During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.

Thrill Seekers Core

If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: - It cannot target a unit it was within Engagement Range of at the start of the turn - It cannot target a unit that was the target of another unit's charge or attack this phase.

Icon of Excess Datasheet

At the end of your Shooting phase or the Fight phase, if the bearer's unit destroyed one or more enemy units this phase, the bearer's unit takes a Leadership test. If that test is passed, you gain 1CP.

Hazardous Core

Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

Precision Core

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.

Melta Core

This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic.  Example:* A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2**.