Spectrus Kill Team
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Deathwatch marksman bolt carbine | 24" | 2 | 3+ | 5 | -1 | 1 |
| Bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Deathwatch occulus bolt carbine | 24" | 2 | 3+ | 5 | -1 | 1 |
| Special-issue bolt pistol | 12" | 1 | 3+ | 4 | -1 | 1 |
| Deathwatch Bolt carbine | 24" | 2 | 3+ | 5 | -1 | 1 |
| Instigator bolt carbine | 24" | 1 | 3+ | 4 | -2 | 2 |
| Las fusil | 36" | 1 | 3+ | 9 | -3 | D6 |
| Bolt sniper rifle | 36" | 1 | 3+ | 5 | -2 | 3 |
| Vortex bolt | 24" | 1 | 2+ | 4 | 0 | D3+3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
| Paired combat blades | Melee | 3 | 3+ | 4 | -1 | 1 |
| Combat knife | Melee | 4 | 3+ | 4 | -1 | 1 |
| 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
If a CHARACTER from your army with the Leader ability can be attached to an INFILTRATOR SQUAD, it can be attached to this unit instead. If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Infiltrators and Scouts 6" abilities.
At the end of your opponent’s turn, if this unit is more than 6" away from all enemy units, you can remove this unit from the battlefield and place it into Strategic Reserves.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: - If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone. - If that unit is wholly within your deployment zone, it can make a scout move (see below). - If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
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.
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.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target. Designer’s Note:* Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound* and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X. Example: An attack made with a *[SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Models in the bearer’s unit have the Feel No Pain 6+ ability.
Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
[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.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
In your Shooting phase, after the bearer’s unit has shot, the bearer’s unit can make a Normal move. If it does, until the end of the turn, the bearer’s unit is not eligible to declare a charge.