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CodexFactionsImperial AgentsIndomitor Kill Team [Legends]

Indomitor Kill Team [Legends]

Kill Team Heavy Intercessor
M5"
T6
SV3+
W3
LD6+
OC1
Kill Team Heavy Intercessor w/ jump pack
M10"
T6
SV3+
W3
LD6+
OC1

Composition & Wargear

5-10× Kill Team Heavy Intercessor
Up to None Core take: Heavy bolt rifle / Heavy Bolter (max 2)
Up to None Additional take: Flamestorm gauntlets, Power fists (max 2) / Auto boltstorm gauntlets, Power fists, Fragstorm grenade launcher (max 2) / Melta rifle (max 2) / Multi-melta (max 1) / Assault bolters (max 2) / Plasma exterminators (max 2)

Ranged Weapons

WeaponRangeABSSAPD
Heavy bolt rifle 30"23+ 5-11
Bolt pistol 12"13+ 401
Heavy Bolter 36"34+ 5-12
Flamestorm gauntlets 12"D6+1N/A 401
Auto boltstorm gauntlets 18"33+ 401
Fragstorm grenade launcher 18"D63+ 401
Melta rifle 18"13+ 9-4D6
Multi-melta 18"24+ 9-4D6
Assault bolters 18"33+ 5-12
Plasma exterminators - Standard 18"23+ 7-22
Plasma exterminators - Supercharge 18"23+ 8-33

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon Melee33+ 401
Power fists Melee34+ 8-22

Abilities

Indomitor Doctrines Datasheet

Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.

Attached Unit Datasheet

If a CHARACTER unit from your army can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.

Transport Datasheet

This unit cannot embark within an IMPERIAL RHINO.

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.

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).

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.

Twin-linked Core

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

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**.

Jump pack Datasheet

The bearer has a Move characteristic of 10" and can move over models and terrain features as if they were not there.

Pistol Core

[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes. 

Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with:  - One or more of its [CLOSE-QUARTERS] weapons.  - One or more of its other ranged weapons.

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.