| Melee Weapons |
|---|
| Dagger of Midnight:
The Dagger of Midnight is a Power Weapon. In addition, it grants Valeria +2 Attacks (included in her profile). These bonus attacks must be rolled separately, because if Valeria rolls a double when rolling To Hit with them, they are resolved as if they has been directed against her, instead of against her chosen target. |
| Wargear |
|---|
| Forceshield:
The Forceshield grants Valeria a 4+ Invulnerable save. |
| Hyperstone Maze:
Valeria can use her Hyperstone Maze once per game, in lieu of making close combat attacks that round. Choose a character or Monstrous creature in base contact with Valeria. The victim must immediately roll equal to or under its remaining Wounds on a D6 or be trapped within the Hyperstone Maze forever - it is removed as a casualty, with no saves of any kind allowed. |
| Runes of Destiny:
Successful saves taken against Valeria's shooting or close combat attacks must be re-rolled. |
| Frag Grenades:
Models equipped with assault grenades don’t suffer the penalty to their Initiative for assaulting enemies through cover, but fight as normal. |
| Krak Grenades:
When assaulting a vehicle, each model using Krak grenades can only ever make one attack, regardless of the number of Attacks on their profile and any bonus attacks. Against vehicles, Krak grenades have an armor penetration value of 6+D6. |
| Psyk-out Grenade:
When a unit equipped with Psyk-out Grenades launches an assault, any Daemons or Psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase. |
| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Inquisitor Valeria | 4 | 4 | 3 | 3 | 3 | 4 | 3(5) | 10 | 3+ |
| Weapons | Range | Str. | AP | Type | Notes |
|---|---|---|---|---|---|
| Laspistol | 12" | 3 | - | Pistol | |
| Graviton Beamer | 12" | 10 | 1 | Pistol, One Shot |
| Abilities |
|---|
| Independent Character:
Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in. Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit! |
| Stubborn:
When taking Morale tests, stubborn units always ignore any negative Leadership modifiers. Independent characters that are stubborn confer the ability onto any unit that they join. |