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Inquisitor Dredd
Inquisitor Dredd
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Inquisitor 6” 4 4 3 4 5 Power Sword Range 1”, +2 Mod, Rending
Hand Cannon, Short Range 10” +1 Mod, Long
Range 20” 0 Mod. Power 4
Psi power- Psionic Control 12” Range, Model in
line of sight must make cool test or Inquisitor
can immediately make it take one action. Out of
line of site, model gets +1 dice to cool test.
Interrogator 6” 3 3 3 3 4 Two handed power sword Range 1”, +2 Mod,
Rending and Piercing
Pistol, Short Range 10” +1 Mod, Long Range 20”
0 Mod. Power 3
Deflect energy weapon. Interrogator may
attempt to deflect enemy energy weapon fire
with his power sword. If a successful evade roll
is made against an energy weapon and any hit
results are also rolled, the shot may be
deflected back at a target within 8” . Roll to hit
the target with this attack. The Shoot dice equal
the number of Hit results rolled in the evade.
Imperial Guard Sgt 6” 3 3 1 3 3 Laspistol , Short Range 10” +1 Mod, Long Range
20” -1 Mod. Power 3
Frag Grenade 10” Range Power 4 Blast
Imperial Guard 6” 3 2 1 3 2 Lasgun, Short Range 15” +1 Mod, Long Range
30” 0 Mod. Power 3
Rending = -1 To Resist
Piercing = -1 to Resist (to a minimum of Resist of 2). Ignores 1 point of vehicle armour (2 points if combined with
Rending)
Sustained (x) number of times it can be fired when taking an aim action (no aim bonus when choosing this option)
Parry – Model can choose to parry a close combat attack rather than evade. Make a Fight roll and subtract the parry
penalty. For each (shield) rolled, reduce the opponent’s number of successful hits by 1.
Evade – shooting. A model can only evade a shoot attack if made in its forward arc. In addition, each successful hit made
against the model after the first in a shoot attack, reduces the Evade dice by 1 (to minimum of 0).
Refractor Field/ Rune Armour – Can make an unmodified Evade against shooting attacks from any direction.
Conversion Field - Can make an unmodified Evade against shooting attacks from any direction with success on (shield)
not (special). Each success will reduce the Power of a hit by 1, before making a resist roll.
General stats for common character types
Kroot 10” 3 3 2 4 3 Kroot Rifle Short Range 18” +1 Mod, Long Range
36” 0 Mod. Power 4 Long Barrel
Close Combat blade 1” Range +1 Mod. Parry -2
Alien Type Move Shoot Figh Evade Resist Cool Special
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Necron 8* 3 3 0 4 2 *Cannot Sprint
Feel no pain – Wounds do not reduce stats.
Auto repair – Necron on 0-2 Cool may roll for
wound recovery at the end of the turn (Cool –
Special result) without using an action. May heal
all damage.
Guass Flayer Short Range 15” +1 Mod, Long
Range 30” 0 Mod. Power 4 Long Barrel
Wounds caused cannot be healed/recovered
Magus 8 3 3 2 3 4 Brawler
Psychic power
Staff of Office 2” Range, +1 to hit
Laspistol , Short Range 10” +1hit, Long Range
20” -1 to hit. Power 3
Or
Shoota Short Range 15” 0 Mod, Long Range 30”
-1 Mod. Power 4