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+.
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 |
(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 |
(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 |
(Up to a third of the points available may be spent on these formations.) | ||||||||||||||||||||||||||||||
|
Ordo Xenos Forces
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Inspiring
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Fearless
- Inspiring
- Leader
- EA(+1)
- MW
- EA(+1)
- MW
- Invulnerable Save
- Leader
- EA(+1)
- MW
- EA(+1)
- MW
- Fearless
- Invulnerable Save
- Reinforced Armour
- Sniper
- EA(+1)
- MW
- Invulnerable Save
- Supreme Commander
- EA(+1)
- MW
- Jump Packs
- EA(+1)
- MW
- Mounted
- D
- S
- S
- Infiltrator
- Scout
- EA(+1)
- MW
- Reinforced Armour
- Teleport
- Thick Rear Armour
- EA(+1)
One unit in every two has an Autocannon.
- Commander
- EA(+1)
- FS
- Infiltrator
- Mounted
- Scout
- Scout
- Skimmer
- Scout
- Skimmer
- Scout
- Walker
- IC
- 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.
- Transport
May transport two infantry units without Jump Packs or Mounted.
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one Terminator unit or two infantry units without Jump Packs or Mounted.
- Reinforced Armour
(4+)
- 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+.
- Transport
May transport two infantry units (except Terminator units) without Jump Packs or Mounted.
- D
- SS
- Scout
- Skimmer
- Transport
May transport two infantry units without Jump Packs or Mounted.
- 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.
- 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.
- FxF
- FxF
- Left
- 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.
- 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.
- 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.
- 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.
Titan Legion Forces
- FwA
- 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.
- FwA
- Slw
- 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+.
- FwA
- TK(D3)
- FwA
- 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).