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Ordo Xenos Inquisition Army List

Forces

The Ordo Xenos Inquisition Army List uses the datasheets from the Ordo Xenos Forces section, the Imperial Navy Forces section, and the Titan Legion Forces section.

Using The Army List

The following army list allows you to field an army based on the Ordo Xenos of the Inquisition.

Ordo Xenos formations come in two types: Deathwatch detachments and Inducted Imperial Guard and Inquisitorial support formations. Each detachment you include in the army allows you to field any one support formations. Although you can only take a support formation if you first take a detachment, they are treated as separate independent formations during a battle and do not have to move around together.

In addition, formations may be given upgrades. Each type of upgrade can only be taken once by a formation. Upgrades are added to the formation and are not a separate formation. Each upgrade that is taken adds to the cost of the formation, as shown on the upgrade chart.

Ordo Xenos armies may be supported by Imperial Navy aircraft, Titan Legion battlegroup or Deathwatch aircraft formations. A maximum of up to a third of the points available to the army may be spent on these formations.

Special Rules

The They Shall Know No Fear rule applies to all Deathwatch detachment formations (see They Shall Know No Fear).

Deathwatch Transports

The Deathwatch is a highly mobile army. Because of this, the points cost of certain formations includes enough Rhino transport vehicles to transport it and any upgrades that have been taken. Determine the number of Rhinos needed after all upgrades have been purchased. The number of Rhinos will always be the minimum needed to carry the formation, you can’t take extras along to cover the loss of other transports.

Note that many formations don’t receive Rhinos, usually because they can’t fit into them. Formations that come with Rhinos will be noted as having plus transport in the units section of the army list opposite. Also note that you don’t have to take Rhinos if you don’t want to. If you’d rather field the formation on foot instead, so it can act as a garrison for example, or be transported in a Thunderhawk Gunship, then you may do so.

You may choose to replace a formation’s Rhinos with Deathwatch Drop Pods before each game, after the opposing army is known but before objectives are placed. Formations making a planetfall via Deathwatch Drop Pods (or by another unit with that ability) may be upgraded with Corvus Blackstars, these are assumed to make planetfall alongside the infantry and do not need to be transported in another unit with planetfall.

Ordo Xenos Epic Tournament Special Rules

Landing Craft and Thunderhawk Gunships may only transport Deathwatch detachments. They are not configured to transport inducted Imperial Guard vehicles nor are Imperial Guardsmen or Inquisitorial agents trained in the proper boarding procedures for Adeptus Astartes aircraft.

Ordo Xenos Inquisition Army List

Ordo Xenos armies have a strategy rating of 5. Inducted Imperial Guard and Inquisitorial support formations, and Imperial Navy aircraft formations have an initiative rating of 2+. All other formations have an initiative rating of 1+.

Deathwatch Detachments
Formation Units Upgrades Cost
Assault Four Deathwatch Assault units Commander, Corvus Blackstars 225 points
Bike Four Deathwatch Bike units Commander, Corvus Blackstars 225 points
Land Speeder Five Land Speeder Tornadoes Commander, Typhoons 200 points
Landing Craft One Landing Craft 350 points
Scout Four Deathwatch Scout units plus transport Commander, Corvus Blackstars, Razorbacks 250 points
0–1 Strike Cruiser One Strike Cruiser Battle Barge 200 points
Terminator Four Deathwatch Terminator units Commander, Corvus Blackstars, Dreadnoughts, Land Raiders 350 points
Veterans Four Deathwatch Veteran units plus transport Commander, Corvus Blackstars, Dreadnoughts, Land Raiders, Razorbacks 225 points
Inducted Imperial Guard and Inquisitorial Support Formations
(Any one Inducted Imperial Guard or Inquisitorial support formation may be fielded per each Deathwatch detachment.)
Formation Units Upgrades Cost
Infantry One Ordo Xenos Inquisitor and twelve Infantry units Commissar, Hydra, Inquisitor Lord 250 points
(add seven Chimera) (+150 points)
Rough Rider Six Rough Riders Commissar 150 points
Sentinel Four Sentinels Commissar 100 points
Storm Trooper One Ordo Xenos Inquisitor, seven Inquisitorial Storm Troopers and four Rhinos Commissar, Inquisitor Lord 200 points
(replace four Rhinos with four Chimera or Valkyries) (+100 or +150 points)
Leman Russ Six Leman Russ Commissar, Hydra 400 points
Ordo Xenos Upgrades
(Each upgrade may be taken once per formation.)
Upgrade Units Cost
Battle Barge Replace the Strike Cruiser with a Battle Barge +150 points
Commander Add any one of the following characters to any unit in the formation: Captain, Chaplain, Librarian +50 points
0–1 Supreme Commander per army +100 points
Commissar Add one Commissar character to any unit in the formation +25 points
Corvus Blackstars Add any number of Corvus Blackstars, up to the number required to transport the formation +50 points each
Dreadnoughts Add up to two Venerable Dreadnoughts +75 points each
Hydra Add one Hydra +50 points
Land Raiders Add any number of Land Raiders, up to the number required to transport the formation +75 points each
+125 points per pair
0–1 Inquisitor Lord Add one Ordo Xenos Inquisitor Lord character per army to an Ordo Xenos Inquisitor unit +50 points
Razorbacks Add any number of Razorbacks, up to the number required to transport the formation +25 points each
Typhoons Replace up to five Land Speeders with an equal number of Land Speeder Typhoons +10 points each
Imperial Ally and Deathwatch Aircraft Formations
(Up to a third of the points available may be spent on these formations.)
Imperial Navy Aircraft
Formation Units Cost
Marauder Squadron Two Marauder Bombers 250 points
Thunderbolt Squadron Two Thunderbolt Fighters 175 points
Titan Legion Battlegroups
Formation Units Cost
Reaver One Reaver Class Titan 650 points
Warhound One Warhound Class Titan 275 points
Warhound Pack Two Warhound Class Titans 500 points
Warlord One Warlord Class Titan 825 points
Deathwatch Aircraft
Formation Units Cost
Thunderhawk Gunship One Thunderhawk Gunship 200 points

Ordo Xenos Forces

Captain CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Invulnerable Save
  • Leader
Chaplain CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Inspiring
  • Invulnerable Save
  • Leader
Commissar CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Inspiring
  • Leader
Librarian CH n/a n/a n/a n/a
Smite (15cm)
Small Arms
  • EA(+1)
  • MW
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Invulnerable Save
  • Leader
Ordo Xenos Inquisitor Lord CH n/a n/a n/a n/a
Smite (15cm)
Small Arms
  • EA(+1)
  • MW
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Invulnerable Save
  • Reinforced Armour
  • Sniper
Supreme Commander CH n/a n/a n/a n/a
Power Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Invulnerable Save
  • Supreme Commander
Deathwatch Assault INF 30cm 4+ 4+ 5+
Bolt Pistols (15cm)
Small Arms
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Jump Packs
Deathwatch Bike INF 35cm 4+ 4+ 4+
Twin Bolters (15cm)
Small Arms
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Mounted
Deathwatch Scout INF 15cm 4+ 3+ 4+
Stalker Pattern Bolters 30cm
AP4+
  • D
  • S
and (15cm)
Small Arms
  • S
  • Infiltrator
  • Scout
Deathwatch Terminator INF 15cm 4+ 3+ 3+
2× Cyclone Missile Launcher 45cm
AP5+/AT6+
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Reinforced Armour
  • Teleport
  • Thick Rear Armour
Deathwatch Veteran INF 15cm 4+ 3+ 4+
Hellfire Heavy Bolter 30cm
AP4+
and (15cm)
Small Arms
  • EA(+1)
Infantry INF 15cm - 6+ 5+
Autocannon 45cm
AP5+/AT6+
Lasguns (15cm)
Small Arms

One unit in every two has an Autocannon.

Inquisitorial Storm Troopers INF 15cm 5+ 5+ 4+
Plasma Guns 15cm
AP5+/AT5+
Ordo Xenos Inquisitor INF 15cm 5+ 4+ 4+
Missile Launcher 45cm
AP5+/AT6+
  • Commander
Rough Riders INF 20cm 6+ 4+ 6+
Laspistols (15cm)
Small Arms
Power Lances (bc)
Assault Weapons
  • EA(+1)
  • FS
  • Infiltrator
  • Mounted
  • Scout
Land Speeder Tornado LV 35cm 4+ 6+ 5+
Assault Cannon 30cm
AP5+/AT5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Land Speeder Typhoon LV 35cm 4+ 6+ 5+
Twin Typhoon Missile 45cm
AP3+/AT5+
Heavy Bolter 30cm
AP5+
  • Scout
  • Skimmer
Sentinel LV 20cm 6+ 6+ 5+
Multilaser 30cm
AP5+/AT6+
  • Scout
  • Walker
Corvus Blackstar AV 35cm 5+ 6+ 3+
Twin Assault Cannon 30cm
AP4+/AT4+
Twin Blackstar Rocket Launcher 30cm
AP3+
  • IC
or 30cm
AT4+
  • Planetfall
  • Reinforced Armour
  • Skimmer
  • Transport

May transport two infantry units. Terminator units and units with Mounted or Jump Packs count as two units each. May not be transported by a Landing Craft.

Chimera AV 30cm 5+ 6+ 5+
Multilaser 30cm
AP5+/AT6+
Heavy Bolter 30cm
AP5+
  • Transport

May transport two infantry units without Jump Packs or Mounted.

Hydra AV 30cm 6+ 6+ 5+
2× Twin Hydra Autocannon 45cm
AP4+/AT5+/AA5+
Heavy Bolter 30cm
AP5+
Land Raider AV 25cm 4+ 6+ 4+
2× Twin Lascannon 45cm
AT4+
Twin Heavy Bolter 30cm
AP4+
  • Reinforced Armour
  • Thick Rear Armour
  • Transport

May transport one Terminator unit or two infantry units without Jump Packs or Mounted.

Leman Russ AV 20cm 4+ 6+ 4+
Battle Cannon 75cm
AP4+/AT4+
Lascannon 45cm
AT5+
2× Heavy Bolter 30cm
AP5+
  • Reinforced Armour
Razorback AV 30cm 5+ 6+ 5+
(4+)
0–1× Twin Lascannon 45cm
AT4+
0–1× Twin Heavy Bolter 30cm
AP4+
  • Transport

May transport one infantry unit (except a Terminator unit) without Jump Packs or Mounted. Armed with either a Twin Lascannon or a Twin Heavy Bolter. Razorbacks armed with a Twin Heavy Bolter have their firefight value increased to 4+.

Rhino AV 30cm 5+ 6+ 6+
Storm Bolter (15cm)
Small Arms
  • Transport

May transport two infantry units (except Terminator units) without Jump Packs or Mounted.

Valkyrie AV 35cm 5+ 6+ 5+
Multilaser 30cm
AP5+/AT6+
2× Heavy Bolter 30cm
AP5+
2× Rocket Pod 30cm
1BP
  • D
  • SS
  • Scout
  • Skimmer
  • Transport

May transport two infantry units without Jump Packs or Mounted.

Venerable Dreadnought AV 15cm 4+ 3+ 4+
0–1× Missile Launcher 45cm
AP5+/AT6+
0–1× Twin Lascannon 45cm
AT4+
0–1× Assault Cannon 30cm
AP5+/AT5+
0–1× Power Fist (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Reinforced Armour
  • Walker

Armed with either a Missile Launcher and Twin Lascannon, or an Assault Cannon and Power Fist. Counts as a Dreadnought for the purposes of being transported.

Landing Craft AC/WE Bomber 4+ 5+ 3+
2× Twin Lascannon 45cm
AT4+
3× Twin Heavy Bolter 15cm
AP4+/AA5+
  • Damage Capacity 4
  • Fearless
  • Planetfall
  • Reinforced Armour
  • Transport

May transport twelve infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts count as two units each; plus any six armoured vehicle units (except Dreadnoughts); Land Raiders count as one and a half units each, rounding up. Critical Hit Effect: The unit and all units being carried are destroyed. All units within 5cm suffer a hit.

Thunderhawk Gunship AC/WE Bomber 4+ 6+ 4+
Battle Cannon 75cm
AP4+/AT4+
  • FxF
2× Twin Heavy Bolter 30cm
AP4+/AA5+
  • FxF
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Left
Twin Heavy Bolter 15cm
AP4+/AA5+
  • Right
  • Damage Capacity 2
  • Planetfall
  • Reinforced Armour
  • Transport

May transport eight infantry units, Attack Bikes or Dreadnoughts; Terminator units and Dreadnoughts count as two units each. Critical Hit Effect: The unit and all units being carried are destroyed.

Battle Barge SC n/a n/a n/a n/a
Orbital Bombardment n/a
14BP
  • MW
  • Slow and Steady
  • Transport

May transport 60 infantry units, Attack Bikes, or Dreadnoughts; plus 60 armoured vehicle units (except Dreadnoughts); plus nine Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.

Strike Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
5BP
  • MW
  • Transport

May transport 20 infantry units, Attack Bikes, or Dreadnoughts; plus 20 light vehicles or armoured vehicle units (except Attack Bikes and Dreadnoughts); plus six Thunderhawk Gunships and enough Drop Pods or Landing Craft to transport any other units being carried.

Deathwatch Drop Pod Special n/a n/a n/a n/a
Deathwind 15cm
AP5+/AT5+
  • Planetfall
  • Transport

May transport one formation of only the following units: Deathwatch Scout, Deathwatch Terminator, Deathwatch Veteran, Venerable Dreadnought. After the drop pod lands, its Deathwind attacks all enemy units within 15cm. Each enemy formation attacked receives a Blast marker for coming under fire, and an extra Blast marker for each casualty. Then any troops carried in the drop pod must disembark within 5cm of the drop pod or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the drop pod. Drop pod models should be removed from the board once the formation they transport has disembarked. Counts as a Drop Pod for the purposes of being transported. Counts as a Drop Pod for the purposes of being transported.

They Shall Know No Fear

Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:

  • It takes 2 Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any leftover Blast markers).
  • Space Marine formations are only broken if they have 2 Blast markers per unit in the formation.
  • Space Marines formations only count half their number of Blaster markers in assault resolution (rounding down—note that assault resolution will not receive +1 for having no Blast markers if the formation has 1 Blast marker before rounding down). Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of the Space Marines.
  • When a broken Space Marine formation rallies, it receives a number of Blast markers equal to the number of units, rather than half this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1.

Imperial Navy Forces

Marauder Bomber AC Bomber 4+ n/a n/a
Twin Lascannon 45cm
AT4+/AA4+
  • FxF
Bomb Racks 15cm
3BP
  • FxF
2× Twin Heavy Bolter 15cm
AA5+
Thunderbolt Fighter AC Fighter-Bomber 6+ n/a n/a
Multilaser 30cm
AP5+/AT6+/AA5+
  • FxF
Underwing Rockets 30cm
AT4+
  • FxF
Storm Bolters 15cm
AP4+/AA5+
  • FxF
Emperor Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
8BP
  • MW
  • Slow and Steady
Lunar Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • TK(D3)

Titan Legion Forces

Reaver Class Titan WE 20cm 4+ 3+ 3+
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FwA
Rocket Launcher 60cm
3BP
  • FxF
  • Damage Capacity 6
  • Fearless
  • Reinforced Armour
  • 4 Void Shields
  • Walker

May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.

Warhound Class Titan WE 30cm 5+ 4+ 4+
Plasma Blastgun 45cm
2× MW2+
  • FwA
  • Slw
Vulcan Mega-Bolter 45cm
4× AP3+/AT5+
  • FwA
  • Damage Capacity 3
  • Fearless
  • Reinforced Armour
  • 2 Void Shields
  • Walker

May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.

Warlord Class Titan WE 15cm 4+ 2+ 3+
Volcano Cannon 90cm
MW2+
  • FwA
  • TK(D3)
Gatling Blaster 60cm
4× AP4+/AT4+
  • FwA
2× Turbo-Laser Destructor 60cm
4× AP5+/AT3+
  • FxF
  • Damage Capacity 8
  • Fearless
  • Reinforced Armour
  • Thick Rear Armour
  • 6 Void Shields
  • Walker

May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.

Imperial Void Shields

Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.

Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.

Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).

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