6"
3+
3+
3
3
5
4
10
2+
When an enemy unit is set up on the battlefield as reinforcements, you can select one friendly ORDO MALLEUS unit within 6” of this model. The selected unit can shoot at that enemy unit as if it were your Shooting phase. In addition, once per battle, when your opponent uses a Stratagem, this model can use its spy network. If it does, your opponent must spend 1 additional Command Point to resolve that Stratagem, or else it has no effect and any Command Points spent on that Stratagem are considered not to have been spent. This ability cannot affect Stratagems used ‘before the battle’.
2
1
Smite & 1 power from the Telethesia discipline
-
24"
Assault D6
4
0
1
-
Melee
Melee
x2
-3
3
-
5"
3+
3+
5
5
8
4
10
4+
Subtract 1 from the Leadership characteristic of enemy INFANTRY units whilst they are within 12” of this model.
When a Psychic test is taken for an enemy model within 12” of this model, subtract 1 from the total. In addition, if a psychic power manifested by an enemy model targets thi model, roll 2D6: if the total is greater than or equal to the Psychic test total, this model is not affected by that power (other models are still affected normally).
This model has a 4+ invulnerable save.
Melee
Melee
User
-1
2
When the bearer fights, it makes 2D3 additional attacks with this weapon.
30"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is in half range, roll 2D6 when inflicting damage with it and discard one of the results.
Melee
Melee
User
-3
2
-
6"
3+
3+
3
3
5
4
9
4+
1
1
Smite & 1 Telethesia
When a friendly <ORDO> INQUISITOR model within 3” of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and one model from this unit is destroyed. Only one attempt can be made to intercept each attack.
If this unit contains 1 Acolyte at the start of battle, it gains the CHARACTER keyword.
6"
4+
4+
3
3
1
2
7
5+
Roll a D6 for this model at the start of its Movement phase, and look up the result of the roll on the following table.
1-2 - Daemonic Speed: the model has a Move of 12" and can FLY for the rest of the Movement phase.
3-4 - Re-knit Host Form: Remove any wounds suffered by this model earlier in the battle.
5-6 - Energy Torrent: Roll a D6 for each enemy unit within 3" of this model; on a roll of 2+ the enemy unit suffers D3 mortal wounds.
This model has a 5+ invulnerable save.
6"
4+
4+
4
4
4
3
7
7+
12"
Assault 1
8
-1
1
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 3 for that attack.
Melee
Melee
User
-3
1
6"
6+
4+
2
3
3
2
7
7+
At the start of your Shooting phase, you can select one friendly <ORDO> unit within 3" of this model and roll one D6; apply the result from the following table to the selected unit until the end of the turn.
D6 Result
1-2 Augmented Targeting: When resolving an attack made by a model in this unit, you can re-roll the hit roll.
3-4 Augmented Penetration: When resolving an attack made by a model in this unit, you can re-roll the wound roll.
5-6 Total Augmentation: When resolving an attack made by a model in this unit, you can re-roll the hit roll and you can re-roll the wound roll.
This model has a 5+ invulnerable save.
24"
Heavy 1
8
-3
3
-
12"
Assault 6
4
-1
1
-
1
2
Smite & 1 power from the Telethesia discipline
-
6"
3+
3+
3
3
5
4
10
3+
This model can target a PSYKER CHARACTER or DAEMON CHARACTER even if it is not the closest enemy unit.
When a Deny the Witch test is taken for this model, add 1 to the total.
Melee
Melee
User
-3
2
-
24"
Rapid Fire 1
4
-1
1
When resolving an attack made with this weapon against a PSYKER unit, this weapon has a Damage characteristic of 3 for that attack.
This Warlord can perform a Heroic Intervention if there any enemy units within 6” of them instead of 3”, and when doing so can move up to 6” instead of 3”. When an enemy unit within 1” of this Warlord is chosen to Fall Back, you can roll one D6; unless any models in that unit have a minimum move characteristic, on a 4+ that unit cannot Fall Back this turn.
6"
3+
3+
3
3
6
4
9
2+
This model has a 5+ invulnerable save.
During deployment, you can set up this model in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
1
1
Smite and 1 power from the Telethesia discipline
-
6"
3+
3+
4
3
5
3
9
2+
You can add 1 to any Deny the Witch tests you take for this model against enemy PSYKERS within 12".
During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
2
3
Smite & 2 Telethesia
-
Melee
Melee
User
-3
D3
f the target of this weapon is a DAEMON, it inflicts a single mortal wound on each successful hit in addition to its normal damage.
Roll a D6 each time this model loses a wound; on a 6+ the damage is ignored and that wound is not lost.
6"
3+
3+
3
3
5
4
9
3+
Melee
Melee
User
-3
2
-
12"
Pistol 1
5
0
2
-
*
6+
*
8
8
16
*
9
2+
This model can transport 10 <ORDO> INFANTRY models (each TERMINATOR model takes up the space of two other models)
1-4
3"
5+
1
5-8
5"
4+
D6
9-16+
10"
3+
6
This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.
While your army's Warlord is embarked within this model, one Stratagem played in a turn by the controlling player costs one fewer Command Points than normal (to a minimum of 1).
Enemy units do not receive the benefits to their saving throws for being in cover against attacks made by a unit with this ability.
36"
Heavy 12
5
-1
1
6"
3+
3+
3
3
5
4
10
4+
When this model would lose a wound, roll one D6; on a 6 that wound is not lost.
Once per battle, at the end of your Movement phase, you can use this ability. If you do, this model loses the Unquestionable Wisdom ability. Then set up a DAEMONHOST unit within 6” of this model and more than 9” away from any enemy models. Add 2 to that model’s Strength, Toughness, Wounds and Attacks characteristics. If this model is destroyed, that DAEMONHOST unit is also destroyed.
Note: The above additions have already been included in the profile for the Malus Codicium Daemonhost selection in this model entry.
2
2
Smite & 2 powers from the Telethesia discipline
-
Whilst the DAEMONHOST model that was set up with this model’s Malus Codicium ability is within 6” of this model, when resolving an attack made by that model, add 1 to the hit roll and wound roll, and when resolving an attack against that model, add 1 to its invulnerable save for that attack.
Melee
Melee
User
-3
D3
When resolving an attack made with this weapon, add 1 to the hit roll.
12"
Pistol 1
4
-1
2
-
Melee
Melee
+3
-1
D3
-
6"
Grenade 1
4
-1
1
When resolving an attack made with this weapon against a VEHICLE unit, an unmodified wound roll of 4-5 inflicts 1 mortal wound on the target in addition to any other damage and an unmodified wound roll of 6 inflicts D3 mortal wounds on the target in addition to any other damage.
6"
4+
4+
6
6
6
5
7
7+
Roll a D6 for this model at the start of its Movement phase, and look up the result of the roll on the following table.
1-2 - Daemonic Speed: the model has a Move of 12" and can FLY for the rest of the Movement phase.
3-4 - Re-knit Host Form: Remove any wounds suffered by this model earlier in the battle.
5-6 - Energy Torrent: Roll a D6 for each enemy unit within 3" of this model; on a roll of 2+ the enemy unit suffers D3 mortal wounds.
This model has a 5+ invulnerable save.
12"
Assault 1
8
-1
1
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has a Damage characteristic of 3 for that attack.
Melee
Melee
User
-3
1
Use this stratagem before the battle, Select one INQUISITOR model from your army that is not your Warlord and determine one Warlord Trait for it. It is regarded as your Warlord for the purposes of that Warlord Trait. If the model is not a named character or VEHICLE, you can then give one Relic of the Inquisition to that model. All of the Relics your army includes must be different and given to different models. You can only use this stratagem once per battle.
Melee
Melee
+1
-3
D3
When resolving an attack made with this weapon against a unit that is specified by the bearer's Quarry ability, this weapon has a damage characteristic of 3 for that attack.
12"
Pistol 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range or that has the CHAOS or PSYKER keyword, roll two D6 when inflicting damage and discard one of the results
Melee
Melee
+3
-3
1
In the fight phase, when the bearer is chosen to fight with for the first time that phase, roll one D6. on a 1 the bearer suffers 1 mortal wound and the weapon cannot be used that phase. When resolving an attack made with this weapon, if the saving throw is failed you can make one additional attack against the same unit with the same weapon. This additional attack cannot generate another attack.
6"
Grenade D3
2
0
1
When resolving an attack made with this weapon against a PSYKER or DAEMON unit, on a hit roll of 6+ that unit suffers 1 mortal wound and the attack sequence ends.
6"
3+
3+
3
3
5
4
9
3+
When this model manifests the Smite psychic power, you can select one enemy unit within 18" and visible to this model to be affected, instead of the closest enemy unit.
1
1
Smite and 1 power from the Telethesia Discipline
18"
Assault 2
4
0
2
When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack.
6
18"
If manifested, select one enemy unit within 18" of and visible to the psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit, and that unit cannot fire Overwatch.
4
12"
If manifested, select one friendly IMPERIUM unit within 12" of this Psyker. Until the start of your next Psychic phase, when a Morale test is taken for that unit, do not roll the dice; it is automatically passed.
6
12"
If manifested, select one enemy model within 12” of this psyker that is not a VEHICLE and roll 3D6. If the total is equal to or greater than that model’s Leadership characteristic, that model can immediately shoot with one weapon as if it were your Shooting phase, or make one attack as if it were the Fight phase. In either case, treat that model as if it were a separate unit that is part of your army whilst shooting or making that close combat attack.
6
12"
If manifested, select one enemy CHARACTER model within 12” of and visible to this psyker. Until the start of your next Psychic phase, when resolving an attack made by that model, subtract 1 from the hit roll. If your army is Battleforged roll 3D6; if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point.
7
18"
If manifested, select one enemy CHARACTER unit that only contains models with a Wounds characteristic of less than 10 and is within 18” of and visible to this psyker. Then, select one friendly <ORDO> unit within 6” of this psyker. Until the end of your next Shooting phase, that <ORDO> unit can target that CHARACTER, even if it is not the closest enemy unit.
6
18"
If manifested, select one enemy unit within 18” of and visible to this psyker and roll 3D6; if the total exceeds the lowest Leadership characteristic in that unit, that unit suffers D3 mortal wounds.
6
12"
Ascertainment has a warp charge value of 6. If manifested, select one enemy unit within 12” of this psyker. Until the start of your next Psychic phase, subtract 1 from the Attack characteristic of models in that unit (to a minimum of 1). Roll 2D6; if the total is equal to or greater than the highest Leadership characteristic in that unit, then until the start of your next Psychic phase, when resolving an attack made by a model in that unit, subtract 1 from the hit roll.
5
6"
Psychic Veil has a warp charge value of 5. If manifested, until the start of your next Psychic phase friendly ORDO XENOS units within 6” of this psyker can only be selected as the target of attacks if they are the closest visible enemy unit, and can only be selected as the targets of charges if they are within 6” of the charging unit.
6
12"
Power Through Knowledge has a warp charge value of 6. If manifested, select one friendly IMPERIUM INFANTRY or IMPERIUM BIKER unit within 12” of this psyker. Until the start of your next Psychic phase, models in that unit have a 5+ invulnerable save.
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
Melee
Melee
User
-2
1
If the target is a PSYKER, increase the Damage of an attack with this weapon from 1 to D3.
When resolving an attack made by a model in this unit against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.
When resolving an attack made with a melee weapon by a model with this relic against a unit that is not a VEHICLE or TITANIC, a wound roll of 2+ is always successful
When resolving an attack made against a model with this relic, subtract 1 from the wound roll
When a model with this relic fights, it can make one additional attack with the close combat weapon profile. when resolving that attack, if a hit is scored the target suffers one mortal wound and the attack sequence ends.
All Friendly IMPERIUM units within 6" of an Inquisitor can use the Inquisitor's Leadership characteristic instead of their own.
If an enemy psychic power targets this model, roll 2D6. If the result equals or beats the result of the Psychic test for the psychic power, then the power has no effect upon this model (though any other models that were targeted will be affected normally)
INFANTRY units with this ability can embark onto any IMPERIUM TRANSPORT model, even though the transport in question might normally only permit models with other Faction keywords to do so. All other restrictions apply normally, and INQUISITOR TERMINATOR models can only embark upon TRANSPORTS that specifically allow TERMINATOR models to do so.
If your army is battle-forged, the following rules apply:
No more than one INQUISITOR unit can be included in any INQUISITION detachment (that is, a detachment that only includes INQUISITION units).
If your army does not include any INQUISITION detachments, one INQUISITOR unit can be included in any other detachment without taking up a slot so long as every unit in your army (with the exception of those that are UNALIGNED) has the IMPERIUM keyword (and does not have the FALLEN keyword). That INQUISITOR unit does not prevent other units in your army benefiting from Detachment abilities (e.g. Chapter Tactics), and does not prevent abilities that require every model in your army to have that ability (e.g Combat Doctrines, Canticles of the Omnissiah). In a matched play game, that INQUISITOR unit is ignored for the purposes of the Battle Brothers rule (although all units in your army must still have the IMPERIUM faction keyword).
A unit with this ability gains a bonus when attacking a certain type of enemy. Iif the unit belongs to the ORDO MALLEUS, the ORDO HERETICUS or the ORDO XENOS, it gains the relevant trait from the table below. If the unit does not belong to one of these 3 main Ordos, it belongs to one of the rarer and more specialized Ordos. These Ordos are assumed to be focused upon hunting down specific individuals that pose a threat to the Imperium, and so gain the Specialist trait from the table below. Malleus - You can re-roll hit rolls and wound rolls for ORDO MALLEUS units if the target has the CHAOS or DAEMON keyword. Hereticus - You can re-roll hit rolls and wound rolls for ORDO HERETICUS units if the target has the CHAOS or Psyker keyword. Xenos - You can re-roll hit rolls and wound rolls of 1 for ORDO XENOS units if the target do not have the CHAOS, IMPERIUM or UNALIGNED FACTION keywords. Specialist - You can re-roll hit rolls rolls of 1 for ORDO SPECIALIST units if the target has the CHAOS or DAEMON keyword.
When resolving an attack made by a model in this unit against a CHAOS or PSYKER unit, you can re-roll the hit roll and you can re-roll the wound roll.
When resolving an attack made by a model in this unit against a CHAOS or DAEMON unit, you can re-roll the hit roll and you can re-roll the wound roll.
When resolving an attack made by a model in this unit against a unit that is not CHAOS, IMPERIUM, or UNALIGNED, you can re-roll the hit roll and you can re-roll the wound roll.
This Warlord can perform a Heroic Intervention if there any enemy units within 6” of them instead of 3”, and when doing so can move up to 6” instead of 3”. When an enemy unit within 1” of this Warlord is chosen to Fall Back, you can roll one D6; unless any models in that unit have a minimum move characteristic, on a 4+ that unit cannot Fall Back this turn.
This Warlord knows one additional psychic power from the Telethesia discipline, and can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase.
Once per battle round, you can re-roll one hit roll, wound roll, damage roll, saving throw, Psychic test or Deny the Witch test made for this Warlord.
Whilst this Warlord is on the battlefield, roll one D6 each time your opponent use a Stratagem; on a 5+ you gain 1 Command Point
Improve this Warlord’s invulnerable save by 1 (to a maximum of 3+).
Add 1 to this Warlord’s Leadership characteristic and increase the rand of this Warlord’s Unquestionable Wisdom ability by 6”
This model has a 5+ invulnerable save.