Inquisitor Karamazov

Model NameMTSvWLdOC
Inquisitor Karamazov
60mm
8"93+ 4++106+3
Keywords:
Agents of the Imperium, Inquisitor, Imperium, Epic Hero, Character, Walker, Vehicle, Ordo Hereticus, Karamazov
Ranged WeaponsRangeABSSAPD
Master-crafted multi-melta
melta 3
18"3310-4D6
Melee WeaponsRangeABSSAPD
Master-crafted power sword
Melee636-22

Abilities

Throne of Judgement (Aura):While a friendly unit is within 6" of this model, improve the Leadership characteristic of models in that unit by 1. While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1.
Unsubtle Crusader:At the start of the Declare Battle Formations step, you can select up to three Agents of the Imperium Infantry units from your army, or one Imperium Battleline unit from your army – those units gain the Scouts 6" ability.

Wargear Options

None

Wargear Abilities

Unit Composition

1 Inquisitor Karamazov – EPIC HERO
This model is equipped with: master-crafted multi-melta; master-crafted power sword.

Costs

1 model - 140pts

Leader

Led By

Stratagems

NameDescription
1CP TANK SHOCK
Detachment: Core
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.

TARGET: That VEHICLE unit.

EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP EMPEROR’S WILL
Detachment: Imperialis Fleet
WHEN: Your Movement phase.

TARGET: One AGENTS OF THE IMpERIUM unit from your army.

EFFECT: Until the end of the phase, your unit is eligible to shoot in a turn in which it Advanced or Fell Back.
1CP DISPLACER FIELD
Detachment: Imperialis Fleet
WHEN: Your opponent's Shooting phase, just after an enemy unit has selected its targets.

TARGET: One AGENTS OF THE IMpERIUM CHARACTER unit from your army (excluding OFFICIO ASSASSINORUM units) that was selected as the target of one or more of the attacking unit's attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save and, after the attacking unit has resolved its attacks, unless your unit is within Engagement Range of one or more enemy units, it can make a Normal move of up to 6" (when doing so, models in this unit move as if they have the Fly keyword).
2CP VIOLENT ACQUISITION
Detachment: Imperialis Fleet
WHEN: Your Shooting phase or the Fight phase.

TARGET: One AGENTS OF THE IMpERIUM unit from your army.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, that attack has the [SUSTAINED HITS 1], [LANCE] and [IGNORES COVER] abilities.
1CP DISPENSE JUSTICE
Detachment: Ordo Hereticus Purgation Force
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [LETHAL HITS] ability.
1CP EXACT PUNISHMENT
Detachment: Ordo Hereticus Purgation Force
WHEN: Your opponent’s Shooting phase, just after an AGENTS OF THE IMpERIUM unit from your army is destroyed as the result of an enemy unit's attacks.

TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that was within 6" of the destroyed unit (you cannot target the destroyed unit with the Stratagem).

EFFECT: After the attacking unit has shot, your unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
1CP LINE OF FIRE
Detachment: Ordo Hereticus Purgation Force
WHEN: Your Shooting phase.

TARGET: One ADEpTUS ARbITES, INQUISITORIAl AGENTS or ORDO HERETICUS unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, models in your unit can target enemy units that are within Engagement Range of one or more friendly units with ranged weapons (excluding Blast weapons), provided the target is within 12".
1CP RITES OF EXORCISM
Detachment: Ordo Malleus Daemon Hunters
WHEN: Your Shooting phase or the Fight phase.

TARGET: One INQUISITOR, INQUISITORIAl AGENTS or ORDO MAllEUS unit from your army.

EFFECT: Select one enemy DAEMON unit within 12" and visible to your unit. That unit must take a Battle-shock test. If that test is failed, then until the end of the phase, each time a friendly AGENTS OF THE IMpERIUM unit makes an attack that targets that DAEMON unit, that attack has the [DEVASTATING WOUNDS] ability.
1CP RITUAL OF WARDING
Detachment: Ordo Malleus Daemon Hunters
WHEN: Start of any Command phase.

TARGET: One INQUISITOR, INQUISITORIAl AGENTS or ORDO MAllEUS unit from your army that is within range of an objective marker you control.

EFFECT: That objective marker is said to be Warded and remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. While an objective marker is Warded and under your control, enemy DAEMON units cannot be set up on the battlefield within 6" of it.
1CP RAPID TACTICAL RELOCATION
Detachment: Ordo Xenos Alien Hunters
WHEN: End of your opponent’s Fight phase.

TARGET: One INQUISITOR or DEATHwATCH INFANTRy unit from your army.

EFFECT: Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase, set your unit up anywhere on the battlefield that is more than 9” horizontally away from all enemy models.

RESTRICTIONS: You cannot select a unit that is within Engagement Range of one or more enemy units.
1CP PRIME TARGET
Detachment: Veiled Blade Elimination Force
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Agents of the Imperium unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets a CHARACTER unit, re-roll a Wound roll of 1. If that attack is made by an Officio Assassinorum model and it targets the enemy WARLORD, you can re-roll the Wound roll instead.
2CP HYPERSTIMMS
Detachment: Veiled Blade Elimination Force
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Agents of the Imperium Character unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, add 1 to the Toughness characteristic of models in your unit. In addition, if it is an Eversor Assassin unit, until the end of the phase, it has the Feel No Pain 4+ ability.