Agents of the Imperium – Inquisitor Karamazov
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6

Inquisitor Karamazov

NoNAME  M WS BS S T W A Ld Sv Base
125
Inquisitor Karamazov (base: 60mm)
1
125
Inquisitor Karamazov
5" 3+ 3+ 5 5 8 4 10 4+ 60mm
Inquisitor Karamazov is equipped with: master-crafted multi-melta; master-crafted power sword; Throne of Judgement’s stomping feet. Your army can only include one KARAMAZOV model.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Master-crafted multi-melta
Master-crafted multi-melta
30"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Master-crafted power sword
Master-crafted power sword
Melee
Melee
+1
-3
2
-
Throne of Judgement’s stomping feet
Throne of Judgement’s stomping feet
Melee
Melee
User
-1
2
When the bearer fights, it makes 2D3 additional attacks with this weapon.
When the bearer fights, it makes 2D3 additional attacks with this weapon.
ABILITIES
ABILITIES
Agent of the Imperium, Authority of the Inquisition, Unquestionable Wisdom (Aura), Quarry
Supreme Will (Aura): When a Psychic test is taken for an enemy model within 12" of this model, subtract 1 from the total.
Throne of Judgement: This model has a 4+ invulnerable save.
Iron Will: If a psychic power manifested by an enemy model targets this 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).
Dread Reputation (Aura): While an enemy INFANTRY unit is within 6" of this model, subtract 1 from the Leadership characteristic of models in that unit.
FACTION KEYWORDS: IMPERIUM, INQUISITION, ORDO HERETICUS, AGENTS OF THE IMPERIUM
KEYWORDS: VEHICLE, CHARACTER, INQUISITOR, KARAMAZOV
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Combat Doctrines

When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.

If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:
  • If the Devastator Doctrine was active for your army during the previous battle round, you can change it so that the Tactical Doctrine is now active.
  • If the Tactical Doctrine was active for your army during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine

The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.

Tactical Doctrine

As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.

Assault Doctrine

The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.

While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.
Agent of the Imperium
If your army is Battle-forged, you can include one AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN units) Patrol, Boarding Patrol, Battalion, Brigade and Arks of Omen Detachment in your army without those units taking up Battlefield Role slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment benefiting from Detachment abilities (e.g. Chapter Tactics), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Boarding Patrol, Battalion, Brigade or Arks of Omen Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game), and when determining your Army Faction.

An AGENT OF THE IMPERIUM unit can never be included in a BROOD BROTHERS Detachment.

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Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Authority of the Inquisition
INFANTRY units with this ability can embark within any IMPERIUM TRANSPORT model, even if that model normally only permits models with other Faction keywords to do so. All other restrictions apply normally (e.g. TERMINATOR models can only embark within TRANSPORTS that allow TERMINATOR models to do so).

If your army is Battle-forged, no more than one INQUISITOR unit can be included in each INQUISITON Detachment (i.e. a Detachment that includes only INQUISITION units).
Unquestionable Wisdom (Aura)
While a friendly IMPERIUM unit is within 6" of this model, models in that unit can use this model’s Leadership characteristic instead of their own.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.

The ORDO XENOS keyword is used in the following Agents of the Imperium datasheets:

Master-crafted power sword used in the following datasheets:

The ORDO MALLEUS keyword is used in the following Agents of the Imperium datasheets:

The ORDO HERETICUS keyword is used in the following Agents of the Imperium datasheets:

The ORDO MINORIS keyword is used in the following Agents of the Imperium datasheets:

Quarry
Units with the ORDO MALLEUS, ORDO HERETICUS, ORDO XENOS or ORDO MINORIS keyword gain the relevant ability below:
  • ORDO MALLEUS: When resolving an attack made by a model in this unit that targets a CHAOS or DAEMON unit, you can re-roll the hit roll and you can re-roll the wound roll.
  • ORDO HERETICUS: When resolving an attack made by a model in this unit that targets a CHAOS or PSYKER unit, you can re-roll the hit roll and you can re-roll the wound roll.
  • ORDO XENOS: When resolving an attack made by a model in this unit that targets a unit that is not CHAOS, IMPERIUM or UNALIGNED unit, you can re-roll the hit roll and you can re-roll the wound roll.
  • ORDO MINORIS: When resolving an attack made by a model in this unit that targets a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.

The ORDO HERETICUS keyword is used in the following Agents of the Imperium datasheets:

The KARAMAZOV keyword is used in the following Agents of the Imperium datasheets:

© Vyacheslav Maltsev 2013-2023