VOXROSTER
CodexFactionsImperial AgentsInquisitor Eisenhorn [Legends]

Inquisitor Eisenhorn [Legends]

M6"
T3
SV4+
W4
LD6+
OC1

Composition & Wargear

Inquisitor Eisenhorn [Legends]
Equipped Artificer bolt pistol, Mind Assault, Runestaff and Barbarisater

Ranged Weapons

WeaponRangeABSSAPD
Artificer bolt pistol 12"43+ 402
Mind Assault 18"23+ 5-23

Melee Weapons

WeaponRangeAWSSAPD
Runestaff and Barbarisater Melee53+ 6-22

Abilities

Leader Datasheet

This model can be attached to the following units:  ■ DEATHWATCH KILL TEAM (including FORTIS KILL TEAM, INDOMITOR KILL TEAM, PROTEUS KILL TEAM and SPECTRUS KILL TEAM)  ■ DAEMONHOST ■ EXACTION SQUAD  ■ IMPERIUM BATTLELINE INFANTRY  ■ IMPERIAL NAVY BREACHERS ■ INQUISITORIAL AGENTS ■ SUBDUCTOR SQUAD ■ VIGILANT SQUAD

Malus Codicium Datasheet

While this model is leading a unit, double the Attacks characteristic of weapons equipped by Daemonhost models in that unit.

Dominate Will (Psychic) Datasheet

At the start of your opponent’s Shooting phase, select one enemy INFANTRY unit that is within 12" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot.

Assigned Agents Core

If your army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword, you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units you can include in your army depends on the battle size, as shown below.

Incursion: 1 RETINUE, 1 CHARACTER, 1 REQUISITIONED Strike Force: 2 RETINUE, 2 CHARACTER, 1 REQUISITIONED Onslaught: 3 RETINUE, 3 CHARACTER, 2 REQUISITIONED

Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round.

Authority of the Inquisition Ability

While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.

Feel No Pain Core

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost. 

Devastating Wounds Core

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.  Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.  Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.

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.

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).

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).