Aquila Kill Team

Model NameMTSvWLdOC
KILL TEAM SERGEANT, DEATHWATCH VETERAN
32mm
6"43+ 26+2
GRAVIS VETERAN
40mm
5"63+ 36+2
Ranged WeaponsRangeABSSAPD
Astartes grenade launcher – frag
blast
24"D33+401
Astartes grenade launcher – krak
24"13+9-2D3
Bolt pistol
pistol, lethal hits
12"13+401
Deathwatch marksman bolt carbine
heavy, lethal hits
24"23+5-11
Frag cannon
blast, heavy, lethal hits, rapid fire d3
18"D33+7-22
Hellstorm bolt rifle
assault, heavy, lethal hits
30"23+5-22
Infernus heavy bolter – heavy bolter
SUSTAINED HITS 1
36"33+5-12
Infernus heavy bolter – heavy flamer
IGNORES COVER, TORRENT
12"D6N/A5-11
Plasma incinerator – standard
assault, heavy
24"23+7-21
Plasma incinerator – supercharge
assault, hazardous, heavy
24"23+8-32
Plasma pistol – standard
PISTOL
12"13+7-21
Plasma pistol – supercharge
HAZARDOUS, PISTOL
12"13+8-32
Special-issue bolt pistol
pistol, precision, lethal hits
18"13+4-11
Stalker bolt rifle
heavy, lethal hits, precision
30"23+5-22
Melee WeaponsRangeAWSSAPD
Close combat weapon
Melee33+401
Combat knife
precision
Melee43+4-11
Heavy thunder hammer
devastating wounds
Melee34+10-23
Power weapon
sustained hits 1
Melee43+5-22
Xenophase blade
devastating wounds
Melee43+5-21
Keywords:
Agents of the Imperium, Infantry, Battleline, Grenades, Ordo Xenos, Retinue, Deathwatch, Aquila Kill Team, Tacticus, Gravis, Imperium

Abilities

Death to the Alien:Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack does not have the IMPERIUM or CHAOS keywords, you can re-roll the Hit roll instead.
Kill Team: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, Gravis Veteran models 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 GRAVIS keyword.

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 Transport rules.
Core:
Faction:
Assigned Agents
Assigned Agents

Wargear Options

For every 5 models in the unit, up to 1 model’s infernus heavy bolter can be replaced with one of the following:
  • 1 frag cannon.
  • 1 hellstorm bolt rifle and 1 Astartes grenade launcher.
For every 5 models in the unit, up to 1 model’s heavy thunder hammer can be replaced with 1 power weapon and 1 Astartes shield.
For every 5 models in the unit, up to 1 model’s stalker bolt rifle can be replaced with 1 plasma incinerator.
For every 5 models in the unit, up to 1 model’s Deathwatch marksman bolt carbine can be replaced with 1 combat knife.

Wargear Abilities

Astartes Shield:The bearer has a 4+ invulnerable save.

Unit Composition

1 Kill Team Sergeant
1 Gravis Veteran
3 Deathwatch Veterans
OR
1 Kill Team Sergeant
2 Gravis Veterans
7 Deathwatch Veterans
The Kill Team Sergeant is equipped with: plasma pistol; power weapon.

Each Gravis Veteran is equipped with: infernus heavy bolter; bolt pistol; close combat weapon.

For every 5 models in the unit, 1 Deathwatch Veteran is equipped with: stalker bolt rifle; bolt pistol; close combat weapon.

For every 5 models in the unit, 1 Deathwatch Veteran is equipped with: bolt pistol; heavy thunder hammer.

For every 5 models in the unit, 1 Deathwatch Veteran is equipped with: Deathwatch marksman bolt carbine; special-issue bolt pistol; close combat weapon.

If the unit contains 10 models, 1 Deathwatch Veteran is equipped with: special-issue bolt pistol; xenophase blade.

Costs

5 models - 100pts
10 models - 200pts

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.