Indomitor Kill Team

Model NameMTSvWLdOC
Indomitor Kill Team
40mm
5"63+ 36+1
Keywords:
Agents of the Imperium, Grenades, Kill Team, Infantry, Imperium, Deathwatch, Ordo Xenos, Indomitor Kill Team, Retinue
Ranged WeaponsRangeABSSAPD
Assault bolters
assault, pistol, sustained hits 2, twin-linked
18"335-12
Auto boltstorm gauntlets
twin-linked
18"33401
Bolt pistol
PISTOL
12"13401
Fragstorm grenade launcher
blast
18"D63401
Heavy bolt rifle
assault, heavy
30"235-11
Heavy bolter
assault, heavy, sustained hits 1
36"345-12
Flamestorm gauntlets
ignores cover, torrent, twin-linked
12"D6+1N/A401
Melta rifle
heavy, melta 2
18"139-4D6
Multi-melta
heavy, melta 2
18"249-4D6
Plasma exterminators – standard
assault, pistol, twin-linked
18"237-22
Plasma exterminators – supercharge
assault, hazardous, pistol, twin-linked
18"238-33
Melee WeaponsRangeABSSAPD
Close combat weapon
Melee33401
Power fists
twin-linked
Melee348-22

Abilities

Indomitor Doctrines:Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.

Wargear Options

For every 5 models in this unit, 1 model equipped with a heavy bolt rifle can have its heavy bolt rifle replaced with 1 heavy bolter.
1 model equipped with a melta rifle can have its melta rifle replaced with 1 multi-melta.
Any number of models equipped with flamestorm gauntlets can each have their flamestorm gauntlets replaced with 1 auto boltstorm gauntlets and 1 fragstorm grenade launcher.
Any number of models equipped with assault bolters can each have their assault bolters replaced with 1 plasma exterminators.

Wargear Abilities

Jump Pack:The bearer has a Move characteristic of 10" and can move over models and terrain features as if they were not there.

Unit Composition

10 MODELS MAXIMUM
5-10 Kill Team Heavy Intercessors
0-2 Kill Team Heavy Intercessors with power fists
0-2 Kill Team Heavy Intercessors with melta rifles
0-2 Kill Team Heavy Intercessors with jump packs
Every Kill Team Heavy Intercessor is equipped with: bolt pistol; heavy bolt rifle; close combat weapon.

Every Kill Team Heavy Intercessor with power fists is equipped with: flamestorm gauntlets; power fists.

Every Kill Team Heavy Intercessor with melta rifle is equipped with: bolt pistol; melta rifle; close combat weapon.

Every Kill Team Heavy Intercessor with jump pack is equipped with: assault bolters; close combat weapon; jump pack.

Costs

5 models - 120pts
10 models - 240pts

Leader

Stratagems

NameDescription
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.
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 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 GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
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 GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
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.
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 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 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 ARMOUR OF CONTEMPT
Detachment: Ordo Xenos Alien Hunters
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 HELLFIRE ROUNDS
Detachment: Ordo Xenos Alien Hunters
WHEN: Your Shooting phase.

TARGET: One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities.

RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.
1CP DRAGONFIRE ROUNDS
Detachment: Ordo Xenos Alien Hunters
WHEN: Your Shooting phase.

TARGET: One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities.

RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.
1CP ADAPTIVE TACTICS
Detachment: Ordo Xenos Alien Hunters
WHEN: Your Command phase.

TARGET: One DEATHwATCH unit from your army.

EFFECT: Select the Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Deathwatch Mission Tactic is active for your unit instead of any other Deathwatch Mission Tactic that is active for your army, even if you have already selected that Deathwatch Mission Tactic this battle.
1CP KRAKEN ROUNDS
Detachment: Ordo Xenos Alien Hunters
WHEN: Your Shooting phase.

TARGET: One DEATHwATCH INFANTRy unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6".

RESTRICTIONS: You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.
1CP ENSNARING TRAP
Detachment: Veiled Blade Elimination Force
WHEN: End of your opponent’s Charge phase.

TARGET: One Agents of the Imperium Infantry unit from your army that is within 6" of one or more enemy units and would be eligible to declare a charge against one or more of those enemy units.

EFFECT: Your unit can declare a charge. When doing so, you must select one or more of those enemy units as the targets of that charge, and your unit does not receive a Charge bonus this turn. In addition, if it is a Callidus Assassin unit and it makes a Charge move as a result of this Stratagem, until the end of the turn, each time a model in your unit makes a melee attack, add 1 to the Wound roll.
1CP WILL‑SAPPING SALVO
Detachment: Veiled Blade Elimination Force
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability. In addition, if it is a Culexus Assassin unit, until the end of the phase, change the Damage characteristic of ranged weapons equipped by models in your unit to 3.
1CP BLIND GRENADES
Detachment: Veiled Blade Elimination Force
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One Agents of the Imperium Grenades or Vindicare Assassin unit from your army that was selected as one of the targets of that charge and is not within Engagement Range of one or more enemy units.

EFFECT: Until the end of the phase, subtract 1 from Charge rolls made for that enemy unit, or, if your unit is a VINDICARE ASSASSIN, subtract 2 from Charge rolls made for that enemy unit instead.
1CP ORBITAL OVERSIGHT
Detachment: Veiled Blade Elimination Force
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Agents of the Imperium Infantry 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18", or, if your unit has the Lone Operative ability, if the attacking model is within 6".
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.