Spectrus Kill Team[Legends]

Model NameMTSvWLdOC
Spectrus Kill Team
32mm
6"43+ 26+1
Ranged WeaponsRangeABSSAPD
Accelerator autocannon
heavy
48"34+8-12
Bolt pistol
pistol
12"13+401
Bolt carbine
precision
24"23+401
Bolt sniper rifle
heavy, precision
36"13+5-23
Las fusil
heavy
36"13+9-3D6
Marksman bolt carbine
heavy
24"23+401
Occulus bolt carbine
assault, ignores cover
24"23+401
Special-issue bolt pistol
pistol, precision
12"13+4-11
Melee WeaponsRangeAWSSAPD
Close combat weapon
Melee33+401
Combat knife
precision
Melee43+401
Paired combat blades
sustained hits 1
Melee33+401
Keywords:
Agents of the Imperium, Infantry, Kill Team, Smoke, Grenades, Imperium, Ordo Xenos, Retinue, Deathwatch, Spectrus Kill Team

Abilities

Spectrus Doctrines: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.
Core:
Infiltrators
Scouts 6"
Faction:
Kill Team
Kill Team
Assigned Agents
Assigned Agents

Wargear Options

One model equipped with a marksman bolt carbine can be equipped with 1 helix gauntlet.*
One model equipped with a marksman bolt carbine can be equipped with 1 Infiltrator comms array.*
One model can replace its bolt sniper rifle with 1 bolt carbine.
Any number of models can each replace their bolt sniper rifle with 1 las fusil.
Any number of models can each replace their combat knife with 1 bolt carbine and 1 close combat weapon.
* These options cannot be taken on the same model.

Wargear Abilities

Helix Gauntlet:Models in the bearer’s unit have the Feel No Pain 6+ ability.
Infiltrator Comms Array:Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Jump Pack:The bearer has a Move characteristic of 12" and can move over models and terrain features as if they were not there.

Unit Composition

10 MODELS MAXIMUM
5-10 Kill Team Infiltrators
0-2 Kill Team Infiltrators with bolt sniper rifles
0-2 Kill Team Infiltrators with jump packs
0-4 Kill Team Infiltrators with occulus bolt carbines
0-4 Kill Team Infiltrators with combat knives
Every Kill Team Infiltrator is equipped with: bolt pistol; marksman bolt carbine; close combat weapon.

Every Kill Team Infiltrator with bolt sniper rifle is equipped with: bolt pistol; bolt sniper rifle; close combat weapon.

Every Kill Team Infiltrator with jump pack is equipped with: bolt pistol; accelerator autocannon; close combat weapon; jump pack.

Every Kill Team Infiltrator with occulus bolt carbine is equipped with: bolt pistol; occulus bolt carbine; paired combat blades.

Every Kill Team Infiltrator with combat knife is equipped with: special-issue bolt pistol; combat knife.

Costs

5 models - 90pts
10 models - 180pts

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.
1CP SMOKESCREEN
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One SMOKE 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 the Benefit of Cover and the Stealth ability.