Fortis Kill Team
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Deathwatch bolt rifle | 24" | 2 | 3+ | 5 | -2 | 1 |
| Hand flamer | 12" | D6 | N/A | 3 | 0 | 1 |
| Plasma pistol - supercharge | 12" | 1 | 3+ | 8 | -3 | 2 |
| Plasma pistol - standard | 12" | 1 | 3+ | 7 | -2 | 1 |
| Astartes grenade launcher - krak | 24" | 1 | 3+ | 9 | -2 | D3 |
| Astartes grenade launcher - frag | 24" | D3 | 3+ | 4 | 0 | 1 |
| Bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Heavy bolt pistol | 12" | 1 | 3+ | 4 | -1 | 1 |
| Pyreblaster | 12" | D6 | N/A | 5 | 0 | 1 |
| Plasma pistol - Standard | 12" | 1 | 3+ | 7 | -2 | 1 |
| Plasma pistol - Supercharge | 12" | 1 | 3+ | 8 | -3 | 2 |
| Plasma incinerator - Standard | 24" | 2 | 3+ | 7 | -2 | 1 |
| Plasma incinerator - Supercharge | 24" | 2 | 3+ | 8 | -3 | 2 |
| Castellan Launcher | 36" | D3 | 3+ | 4 | 0 | 1 |
| Vengor launcher | 48" | D6 | 2+ | 7 | -1 | 2 |
| Superfrag missile launcher | 48" | D6+1 | 4+ | 5 | 0 | 1 |
| Superkrak missile launcher | 48" | 1 | 4+ | 10 | -2 | D6+1 |
| Vortex bolt | 24" | 1 | 2+ | 4 | 0 | D3+3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Astartes Chainsword | Melee | 4 | 3+ | 4 | -1 | 1 |
| Power weapon | Melee | 4 | 3+ | 5 | -2 | 1 |
| Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
| Power fist | Melee | 3 | 3+ | 8 | -2 | 2 |
| Thunder Hammer | Melee | 3 | 4+ | 8 | -2 | 2 |
| Paragon Blade | Melee | 6 | 2+ | 6 | -3 | 3 |
| Monster Slayer of Caliban | Melee | 7 | 2+ | 6 | -2 | 2 |
| Encarmine Warblade | Melee | 6 | 2+ | 6 | -3 | 3 |
Abilities
Each time a model in this unit makes an attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that attack targets a unit that is Below Half-strength, add 1 to the Hit roll and add 1 to the Wound roll instead.
If a CHARACTER from your army with the Leader ability can be attached to an INTERCESSOR SQUAD, it can be attached to this unit instead.
Refer to the Detachment Rule for more information.
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target: ■ You can reroll the Hit roll ■ If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the Wound roll as well.
[PISTOL] and [CLOSE-QUARTERS] are identical for all rules purposes.
Units containing one or more models with a [CLOSE-QUARTERS] weapon can shoot using close-quarters shooting (10.06). When using another shooting type, for each model in that unit (excluding MONSTER/VEHICLE models), you can only select one of the following to make attacks with: - One or more of its [CLOSE-QUARTERS] weapons. - One or more of its other ranged weapons.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down). If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead. Example:* If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice* for that weapon (for a total of seven for that weapon).
In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit: - That unit is unengaged. - That unit was not set up on the battlefield this turn. - No model in that unit has moved more than 3" this turn.