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CodexFactionsImperial AgentsFortis Kill Team [Legends]

Fortis Kill Team [Legends]

Kill Team Intercessor
M6"
T4
SV3+
W2
LD6+
OC1
Kill Team Outrider
M12"
T5
SV3+
W4
LD6+
OC2

Composition & Wargear

5-10× Kill Team Intercessor
Up to None Core take: Bolt Rifle / Special Weapon (max 1) / Bolt Rifle (max 1) / LV Ranged Weapon (max 2)
Up to None Additional take: Heavy bolt pistol (max 4) / Twin Bolt Rifle, Bolt pistol (max 2)

Ranged Weapons

WeaponRangeABSSAPD
Bolt Rifle 24"23+ 4-11
Bolt pistol 12"13+ 401
Hand Flamer 12"D6N/A 301
Plasma pistol - Standard 12"13+ 7-21
Plasma pistol - Supercharge 12"13+ 8-32
Long Vigil ranged weapon 24"14+ 401
Heavy bolt pistol 12"13+ 4-11
Twin Bolt Rifle 24"23+ 4-11
Plasma incinerator - Standard 24"23+ 7-21
Plasma incinerator - Supercharge 24"23+ 8-32

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon Melee33+ 401
Long Vigil melee weapon Melee33+ 5-21
Astartes chainsword Melee44+ 4-11

Abilities

Fortis Doctrines Datasheet

Each time a model in this unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.

Attached Unit Datasheet

If a CHARACTER from your army with the Leader ability can be attached to an DEATHWATCH KILL TEAM, it can be attached to this unit instead.

Transport Datasheet

This unit cannot embark within an IMPERIAL RHINO.

Kill Team Core

Each time an attack targets this unit, if it contains models with different Toughness characteristics, until the attacking unit has finished making its attacks, use the Toughness characteristic of the majority of the models in that unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, use the highest value.  For the purposes of determining which models in this unit can embark within a TRANSPORT, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a jump pack each take up the space of 2 models, but can otherwise embark within any TRANSPORT their unit can embark within, even though similar models in other units have the TERMINATOR, MOUNTED or JUMP PACK keywords.  For the purposes of interacting with terrain features, all models in units with this ability are considered Infantry models, even though similar models in other units may have the Mounted or Jump Pack keywords.  Designer’s Note: While the abstractions in the above rule cause some models to behave differently to similar models in other units, they are designed to minimise complicated movement, Transport and Benefit of Cover rules.

Assault Core

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).

Heavy Core

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.

Ignores Cover Core

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).

Pistol Core

[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.

Torrent Core

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.

Twin-linked Core

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.