Inquisitor in Terminator Armour [Legends]
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Psychic shock wave | 18" | 2D6 | N/A | 3 | -2 | 1 |
| Storm bolter | 24" | 2 | 3+ | 4 | 0 | 1 |
| Combi-weapon | 24" | 1 | 3+ | 4 | -2 | 1 |
| Psycannon | 24" | 3 | 3+ | 8 | -1 | 2 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Inquisitorial melee weapon | Melee | 5 | 3+ | 4 | -2 | 1 |
| Force weapon | Melee | 4 | 3+ | 5 | -2 | D3 |
Abilities
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) ■ DEATHWATCH TERMINATOR SQUAD ■ EXACTION SQUAD
■ GREY KNIGHTS TERMINATOR SQUAD ■ IMPERIUM BATTLELINE INFANTRY ■ IMPERIAL NAVY BREACHERS ■ INQUISITORIAL AGENTS ■ SISTERS OF BATTLE SQUAD ■ SUBDUCTOR SQUAD ■ VIGILANT SQUAD
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.
While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.
Each time you target this model’s unit with a Stratagem, roll one D6: on a 3+, you gain 1CP.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
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.
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).
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
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).
This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound. Example:* An attack made with an [ANTI-VEHICLE 4+] weapon against a Vehicle unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a Psyker unit will result in a critical wound on an unmodified wound roll* of 2+.
The bearer has the PSYKER keyword.
While this model is leading a unit, models in that unit have a 6+ invulnerable save.