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CodexFactionsImperial AgentsKill Team Cassius [Legends]

Kill Team Cassius [Legends]

Chaplain Cassius
M6"
T4
SV3+
W4
LD5+
OC2
Vael Donatus
M6"
T4
SV3+
W2
LD6+
OC2
Antor Delassio
M12"
T4
SV3+
W2
LD6+
OC2
Garran Branatar
M5"
T5
SV2+
W3
LD6+
OC2
Jetek Suberei
M12"
T5
SV3+
W3
LD6+
OC2

Composition & Wargear

Chaplain Cassius
Equipped Artificer crozius
Vael Donatus
Equipped Close combat weapon
Rodricus Grytt
Equipped Close combat weapon, Frag cannon
Edryc Setorax
Equipped Twin lightning claws
Jensus Natorian
Equipped Psychic Cleanse, Force weapon
Garran Branatar
Equipped Power fist
Ennox Sorrlock
Equipped Close combat weapon
Jetek Suberei
Equipped Deathwatch twin boltgun

Ranged Weapons

WeaponRangeABSSAPD
Bolt pistol 12"13+ 401
Boltgun 24"23+ 401
Long Vigil ranged weapon 24"14+ 401
Frag cannonRapid Fire D3 18"D34+ 7-12
Psychic Cleanse 24"D63+ 5-1D3
Heavy flamer 12"D6N/A 5-11
Deathwatch twin boltgun 24"43+ 401

Melee Weapons

WeaponRangeAWSSAPD
Artificer crozius Melee52+ 6-12
Close combat weapon Melee33+ 5-21
Long Vigil melee weapon Melee33+ 5-21
Twin lightning claws Melee43+ 5-21
Force weapon Melee52+ 5-3D3
Power fist Melee33+ 8-22

Abilities

Catechism of Death Datasheet

While this unit contains Chaplain Cassius, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.

Unflinching Datasheet

You can re-roll Battle-shock tests for this unit.

Deep Strike Core

Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.

Blast Core

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).

Rapid Fire Core

This ability always takes the form [RAPID FIRE X]. Each time you gather attack dice for a [RAPID FIRE] weapon, add X additional attack dice if the target unit was within half range of that weapon in the Select Targets step.  Example:* If a [RAPID FIRE 1] weapon with an A characteristic of 1 targets a unit that is within half range, you would gather one additional attack dice* for that weapon (for a total of two for that weapon).

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.

Jump Pack Datasheet

The bearer has a Move characteristic of 12" and can move over models and terrain as if they were not there.

Twin-linked Core

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

Psychic Hood Datasheet

Models in the bearer’s unit have the Feel No Pain 4+ ability against Psychic Attacks.

Psychic Core

Each time an attack is made with a [PSYCHIC] weapon, you can ignore any or all modifiers to that attack’s BS or WS characteristic and any or all modifiers to the hit roll. Attacks made with [PSYCHIC] weapons are known as psychic attacks (this can be important for the triggering of other rules).