Indomitor Kill Team [Legends]
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Heavy bolt rifle | 30" | 2 | 3+ | 5 | -1 | 1 |
| Bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Heavy Bolter | 36" | 3 | 4+ | 5 | -1 | 2 |
| Flamestorm gauntlets | 12" | D6+1 | N/A | 4 | 0 | 1 |
| Auto boltstorm gauntlets | 18" | 3 | 3+ | 4 | 0 | 1 |
| Fragstorm grenade launcher | 18" | D6 | 3+ | 4 | 0 | 1 |
| Melta rifle | 18" | 1 | 3+ | 9 | -4 | D6 |
| Multi-melta | 18" | 2 | 4+ | 9 | -4 | D6 |
| Assault bolters | 18" | 3 | 3+ | 5 | -1 | 2 |
| Plasma exterminators - Standard | 18" | 2 | 3+ | 7 | -2 | 2 |
| Plasma exterminators - Supercharge | 18" | 2 | 3+ | 8 | -3 | 3 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
| Power fists | Melee | 3 | 4+ | 8 | -2 | 2 |
Abilities
Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.
If a CHARACTER unit from your army can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.
This unit cannot embark within an IMPERIAL RHINO.
Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
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.
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).
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).
Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
This ability always takes the form [MELTA X]. Each time a model makes an attack with a [MELTA] weapon, if the target unit was within half range of that weapon in the Select Targets step, until the attacking unit’s attacks have been resolved, add X to that weapon’s D characteristic. Example:* A model targets a unit that is within half range of a [MELTA 2] weapon with a D characteristic of D6. While resolving those attacks, that weapon has a D characteristic of D6+2**.
The bearer has a Move characteristic of 10" and can move over models and terrain features as if they were not there.
[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 a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.