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CodexFactionsImperial AgentsSpectrus Kill Team [Legends]

Spectrus Kill Team [Legends]

Kill Team Infiltrator
M6"
T4
SV3+
W2
LD6+
OC1
Kill Team Infiltrator w/ Jump pack
M12"
T4
SV3+
W2
LD6+
OC1

Composition & Wargear

5-10× Kill Team Infiltrator
Each model one of: Marksman bolt carbine / Accelerator autocannon (max 2) / Occulus bolt carbine, Paired combat blades (max 4) / Special-issue bolt pistol, Combat knife (max 4) / Bolt sniper rifle (max 2)

Ranged Weapons

WeaponRangeABSSAPD
Marksman bolt carbine 24"23+ 401
Bolt pistol 12"13+ 401
Accelerator autocannon 48"34+ 8-12
Occulus bolt carbine 24"23+ 401
Special-issue bolt pistol 12"13+ 4-11
Bolt carbine 24"23+ 401
Bolt sniper rifle 36"13+ 5-23
Las fusil 36"13+ 9-3D6

Melee Weapons

WeaponRangeAWSSAPD
Close combat weapon Melee33+ 401
Paired combat blades Melee33+ 401
Combat knife Melee43+ 401

Abilities

Attached Unit Datasheet

If a CHARACTER unit from your army can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.

Spectrus Doctrines Datasheet

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. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase.

Transport Datasheet

This unit cannot embark within an IMPERIAL RHINO.

Scouts Core

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.

Infiltrators Core

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.

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.

Helix Gauntlet Datasheet

Models in the bearer’s unit have the Feel No Pain 6+ ability.

Infiltrator Comms Array Datasheet

Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.

Jump pack Datasheet

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

Assault Core

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

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).

Sustained Hits Core

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).

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.

Precision Core

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.

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.