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DEATHWATCH KILL TEAM Deathwatch Kill Team . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Points Cost Varies Unit Type: Infantry Unit Composition: 1 Squad Leader, 2-6 Deathwatch Marines Wargear: Varies Special Rules: And They Shall Know No Fear, Infiltrate, Move Through Cover Transport: May take any Dedicated Transport allowed for Imperial forces (Rhinos, Chimeras, Land Raiders, Stormraven, Thunderhawk, etc)

A Deathwatch Kill Team may be taken as an Elites choice for an Imperial army. The unit requires 1 Squad Leader and at least 2 Deathwatch Marines, all chosen from the list below. Unless specified, the Squad Leader passes their special rules on to the entire Kill Team (for example, if Atlas is chosen as Squad Leader, then the whole Kill Team would gain the Feel No Pain and Descent of Angels special rules). Their Ld is also the value used for Morale tests. Should the Squad Leader be killed, these bonuses cease to apply as the Kill Team reverts to their individual chapter training. Each squad member is unique and may only be taken once. DEATHWATCH MARINE Andilus Pts Cost WS 45 4 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 8 Sv 3+

Wargear: Fenrisian Blade, Chainsword, Bolt Pistol, Frag and Krak Grenades Special Rules: Counter-Attack, Acute Senses, Fleet, Preferred Enemy, Furious Charge Options: Andilus may be joined by Mags, a Fenrisian Wolf, for +10pts. In addition, if Andilus is the squad leader, he and his squad may be given Jump Packs at +20pts per model. This option cannot be taken if Lupinus is in the Kill Team. Fenrisian Blade: This is a power weapon that adds +1 to Andilus' strength. Atlas Pts Cost WS 35 5 BS 4 S 4 T 4 W 2 I 5 A 2 Ld 8 Sv 3+

Wargear: Power Sword, Chainsword, Bolt Pistol, Boltgun with Hellfire Rounds and Kraken Bolts, Frag and Krak Grenades Special Rules: Feel No Pain, Descent of Angels, The Red Thirst* *Atlas always succumbs to The Red Thirst on a 1, 2 or 3 instead of a 1. If he is Squad Leader and succumbs, then the whole squad gains the Rage special rule as well.

Dominus Cain Pts Cost WS 40 4 BS 5 S 4 T 4 W 2 I 4 A 1 Ld 8 Sv 3+

Wargear: Reaper, Boltgun, Bolt Pistol, Frag and Krak Grenades Special Rules: Relentless, The Red Thirst Reaper: Reaper is Cain's signature Heavy Bolter which has killed scores of enemies. It counts as a Heavy Bolter with the Rending special rule. For every Hit Cain scores with Reaper in the Shooting Phase, he may immediately take another free shot. This bonus stops as soon as Cain rolls a 1 to Hit, but is cumulative until then. It also counts as a Close Combat Weapon in the Assault Phase for all intents and purposes. For example, if Cain rolls 3, 4 and 2 to hit, he would get 3 bonus shots. If he then rolled a 6, 4 and 1 he would get 2 more Hits, but no more bonus shots may be rolled. Also, if his first roll was 3, 4 and 1, then he would only get 2 Hits and no bonus shots. Lupinus Khen Pts Cost WS 50 4 BS 4 S 5 T 4 W 2 I 4 A 1 Ld 8 Sv 3+

Wargear: Servo-arm, Servo-harness, Heavy Flamer, Bolter, Bolt Pistol, Frag and Krak Grenades Special Rules: Blessing of the Omnissiah*, Bolster Defences* Options: Lupinus may take Xerxes, a Gun-Servitor with a Multi-melta for +30pts. If he doesn't take Xerxes, and is squad leader, he and his squad may be mounted on Bikes for +25pts per model. *This special rule is unique to Lupinus and cannot be passed on to his squad. Marshall Pts Cost WS 40 4 BS 4 S 4 T 4 W 2 I 4 A 2 Ld 8 Sv 3+

Wargear: Narthecium*, Bolt Pistol, Bolt Gun, Sniper Rifle, Frag and Krak Grenades Special Rules: Combat Tactics**, Hunter of Aliens Hunter of Aliens: Reroll failed To Wound rolls against Xenos (all Tyranids, Eldar, Dark Eldar, Orks, Tau and Necrons) *Once per player turn, a single Feel No Pain check by Marshall's squad will be passed on a 2+. The controlling player must be declare whether they are using this ability before rolling.

**This special rule only functions if Marshall is the Squad Leader. Morgan Pts Cost WS 100 4 BS 5 S 4 T 4(5) W 2 I 4 A 2 Ld 8 Sv 3+

Wargear: Force Weapon, Psychic Hood, Bolt Gun, Bolt Pistol, Sacris Claymore, Tempest Amulets, Groark, Frag and Krak Grenades Special Rules: Combat Tactics*, Preferred Enemy (Daemons), Psyker** Sacris Claymore: A Sacris Claymore is a 2-handed Close Combat Weapon that adds +2 to Morgan's strength. He can choose to use it or his Force Weapon in close combat, but cannot use both. Tempest Amulets: Provides a 4+ Invulnerable Save against Perils of the Warp attacks. Groark: Morgan's psyber-raven familiar allows him to connect with the warp. For Psychic Tests, Morgan is treated as being Ld10. In addition, in the Assault Phase a single enemy in base contact takes D3 S3 hits as Groark pecks at their eyes. Finally, if Morgan rolls a double on a Psychic Test (excluding Perils of the Warp attacks), he may cast an additional power this turn. This ability only allows Morgan to cast two powers in a turn (he cannot cast another power if he rolls doubles again) and may only cast each power once. Psychic Powers: Smite, Ancestor's Rage, Call to Arms Ancestor's Rage: This power is cast in either player's Assault Phase on a friendly model within 6 of Morgan (this can be Morgan himself). If successful, the target is WS10 until the end of the Phase. Call to Arms: This power is cast in the Deathwatch's Movement Phase. If successful, place D3 infantry models with the Imperial Guardsmen profile they are treated as such for all purposes. *This special rule only functions if Morgan is the Squad Leader. **This special rule is unique to Morgan and cannot be passed on to his squad. Tiberius Marius Cinna Setimanus Pts Cost WS 35 4 BS 4 S 4 T 4 W 2 I 5 A 2 Ld 9 Sv 3+

Wargear: Boltgun with Hellfire Rounds and Kraken Bolts, Bolt Pistol, Frag and Krak Grenades Special Rules: Scouts*, Stubborn, Bolter Mastery Bolter Mastery: Counts all Bolt Weapons (Boltguns, Heavy Bolters, Storm Bolters, etc) as Twin-linked. *This special rule only functions if Tiberius is the Squad Leader.