Proteus Kill Team [Legends]
Composition & Wargear
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Bolt pistol | 12" | 1 | 3+ | 4 | 0 | 1 |
| Twin boltgun | 24" | 2 | 3+ | 4 | 0 | 1 |
| Storm bolter | 24" | 2 | 3+ | 4 | 0 | 1 |
| Assault cannon | 24" | 6 | 3+ | 6 | 0 | 1 |
| Heavy flamer | 12" | D6 | N/A | 5 | -1 | 1 |
| Plasma cannon - standard | 36" | D3 | 4+ | 7 | -2 | 1 |
| Plasma cannon - supercharge | 36" | D3 | 4+ | 8 | -3 | 2 |
| Cyclone missile launcher - frag | 36" | 2D6 | 3+ | 4 | 0 | 1 |
| Cyclone missile launcher - krak | 36" | 2 | 3+ | 9 | -2 | D6 |
| Boltgun | 24" | 2 | 3+ | 4 | 0 | 1 |
| Long Vigil ranged weapon | 24" | 1 | 4+ | 4 | 0 | 1 |
| Frag CannonRapid Fire D3 | 18" | D3 | 4+ | 7 | -1 | 2 |
| Infernus heavy bolter - heavy bolter | 36" | 3 | 4+ | 5 | -1 | 2 |
| Infernus heavy bolter - heavy flamer | 12" | D6 | N/A | 5 | -1 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Long Vigil melee weapon | Melee | 3 | 3+ | 5 | -2 | 1 |
| Close combat weapon | Melee | 3 | 3+ | 4 | 0 | 1 |
| Power Fist | Melee | 3 | 3+ | 8 | -2 | 2 |
| Power weapon | Melee | 4 | 3+ | 5 | -2 | 1 |
| Twin lightning claws | Melee | 5 | 3+ | 5 | -2 | 1 |
| Thunder hammer | Melee | 3 | 4+ | 8 | -2 | 2 |
| Chainfist | Melee | 3 | 4+ | 8 | -2 | 2 |
| Power weapon | Melee | 3 | 3+ | 5 | -2 | 1 |
| Deathwatch thunder hammer | Melee | 3 | 4+ | 10 | -2 | 3 |
Abilities
Each time a model in this unit makes an attack that targets a unit that is not Below Half-strength, add 1 to the Hit roll.
If a CHARACTER from your army with the Leader ability can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.
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.
4+
Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks. Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost. Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound* is lost.
The bearer has a Wounds characteristic of 4.
The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there.
The bearer has a 4+ invulnerable save.
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.
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).