Proteus Kill Team[Legends]

Model NameMTSvWLdOC
KILL TEAM VETERANS
32mm
6"43+ 26+1
KILL TEAM BIKER
75 x 42mm
12"53+ 36+2
KILL TEAM TERMINATOR
40mm
5"52+
4++
36+1
Ranged WeaponsRangeABSSAPD
Assault cannon
DEVASTATING WOUNDS
24"63+601
Boltgun
24"23+401
Cyclone missile launcher – frag
BLAST
36"2D63+401
Cyclone missile launcher – krak
36"23+9-2D6
Frag cannon
blast, heavy, rapid fire d3
18"D34+7-12
Heavy flamer
IGNORES COVER, TORRENT
12"D6N/A5-11
Infernus heavy bolter – heavy bolter
HEAVY, SUSTAINED HITS 1
36"34+5-12
Infernus heavy bolter – heavy flamer
IGNORES COVER, TORRENT
12"D6N/A5-11
Long Vigil ranged weapon
ANTI-INFANTRY 4+, DEVASTATING WOUNDS, RAPID FIRE 1
24"14+401
Plasma cannon – standard
BLAST, HEAVY
36"D34+7-21
Plasma cannon – supercharge
BLAST, HAZARDOUS, HEAVY
36"D34+8-32
Storm bolter
rapid fire 2
24"23+401
Twin boltgun
twin-linked
24"23+401
Melee WeaponsRangeAWSSAPD
Close combat weapon
Melee33+401
Chainfist
anti-vehicle 3+
Melee34+8-22
Deathwatch thunder hammer
devastating wounds
Melee34+10-23
Long Vigil melee weapon
Melee33+5-21
Power fist
Melee33+8-22
Power weapon
Melee43+5-21
Terminator thunder hammer
devastating wounds
Melee33+8-22
Twin lightning claws
twin-linked
Melee53+5-21
Keywords:
Agents of the Imperium, Proteus Kill Team, Ordo Xenos, Deathwatch, Retinue, Imperium, Grenades, Kill Team, Infantry

Abilities

Proteus Doctrines: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.
Core:
Faction:
Kill Team
Kill Team
Assigned Agents
Assigned Agents

Wargear Options

Any number of Kill Team Veterans can replace their boltgun and Long Vigil melee weapon with:
  • 1 Long Vigil ranged weapon
  • 1 boltgun and 1 Astartes shield
  • 1 Long Vigil melee weapon and 1 Astartes shield
For every 5 models in this unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with 1 Deathwatch thunder hammer.
For every 5 models in the unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with one of the following:
  • 1 frag cannon
  • 1 Infernus heavy bolter
Any number of Kill Team Biker models can be equipped with one of the following:
  • 1 bolt pistol
  • 1 Long Vigil melee weapon
For every 5 models in this unit, up to 2 models can replace their boltgun and Long Vigil melee weapon with 1 Deathwatch thunder hammer.
Up to 3 models can each have their storm bolter replaced with one of the following:
  • 1 assault cannon
  • 1 heavy flamer
  • 1 plasma cannon
  • 1 cyclone missile launcher and 1 storm bolter (this model’s storm bolter cannot be replaced)
Any number of Kill Team Terminator models can replace their power fist and storm bolter with one of the following:
  • 1 storm bolter and 1 power weapon
  • 1 storm bolter and 1 chainfist
  • 1 twin lightning claws
  • 1 Terminator thunder hammer and 1 storm shield

Wargear Abilities

Astartes Shield:The bearer has a 4+ invulnerable save.
Jump Pack:The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there.
Storm Shield:The bearer has a Wounds characteristic of 4.

Unit Composition

10 MODELS MAXIMUM
5-10 Kill Team Veterans
0-4 Kill Team Veterans with Jump Packs
0-2 Kill Team Bikers
0-4 Kill Team Terminators
Every Kill Team Veteran is equipped with: boltgun; Long Vigil melee weapon; close combat weapon.

Every Kill Team Veteran with Jump Pack is equipped with: Long Vigil melee weapon; close combat weapon; jump pack.

Every Kill Team Biker is equipped with: twin boltgun; close combat weapon.

Every Kill Team Terminator is equipped with: storm bolter; power fist.

Costs

5 models - 160pts
10 models - 320pts

Leader

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.