VOXROSTER
CodexFactionsImperial AgentsNavigator

Navigator

M6"
T3
SV5+
W3
LD7+
OC1

Composition & Wargear

Navigator
Equipped Force-orb cane

Ranged Weapons

WeaponRangeABSSAPD
Laspistol 12"14+ 301

Melee Weapons

WeaponRangeAWSSAPD
Force-orb cane Melee34+ 6-1D3

Abilities

Third Eye (Psychic) Datasheet

At the start of your Shooting phase, select one enemy unit within 12" of and visible to this model. That enemy unit must take a Battle-shock test, subtracting 2 from the result if it is an INFANTRY unit; if the test is failed, that enemy unit suffers 3 mortal wounds.

Gaze into the Empyrean (Psychic) Datasheet

Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12" of this model.

Leader Datasheet

This model can be attached to the following units: IMPERIAL NAVY BREACHERS, VOIDSMEN-AT-ARMS

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.

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).