Space Marines

Epic Heros
85
110
105
70
95
125
85
160
100
85
90
95
110
120
75
120
100
75
120
95
100
60
70
100
315
110
200
140
150
85
90
100
340
115
115
130
90
70
95
100
65
Charaters
50
75
50
70
45
80
80
80
70
95
75
70
60
75
75
75
55
70
75
100
60
55
70
65
70
75
55
55
55
70
80
120
75
55
95
65
70
Battleline
75
135
150
100
100
165
100
80
140
Infantry
95
90
80
150
175
105
85
120
85
190
250
180
200
120
85
90
180
110
120
80
265
90
100
90
80
125
70
180
100
85
75
105
275
180
170
175
155
100
110
90
85
170
105
85
100
Walkers
150
160
160
135
125
195
130
145
Vehicles
125
150
160
160
135
75
160
160
160
160
150
150
175
125
220
220
220
270
120
135
140
100
195
180
180
220
235
115
125
135
130
185
190
145
Flyers
180
195
210
155
280
165
Dedicated Transports
70
80
85
95
75

Fortis Kill Team

Model NameMTSvWLdOC
Fortis Kill Team
32mm
6"43+ 26+2
Ranged WeaponsRangeABSSAPD
Astartes grenade launcher – frag
blast
24"D33+401
Astartes grenade launcher – krak
24"13+9-2D3
Bolt pistol
pistol
12"13+401
Castellan launcher
blast, indirect fire
36"D33+401
Deathwatch bolt rifle
assault, heavy, lethal hits
24"23+5-21
Hand flamer
ignores cover, pistol, torrent
12"D6N/A301
Heavy bolt pistol
pistol
18"13+4-11
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
Pyreblaster
ignores cover, torrent
12"D6N/A501
Superfrag rocket launcher
blast, heavy
48"D6+14+501
Superkrak rocket launcher
heavy
48"14+10-2D6+1
Vengor launcher
blast, indirect fire
48"D62+7-12
Melee WeaponsRangeAWSSAPD
Astartes chainsword
Melee43+4-11
Close combat weapon
Melee33+401
Power fist
Melee33+8-22
Power weapon
Melee43+5-21
Thunder hammer
devastating wounds
Melee34+8-22
Keywords:
Deathwatch, Adeptus Astartes, Infantry, Grenades, Imperium, Kill Team, Fortis Kill Team, Tacticus

Abilities

Fortis Doctrines:Each time a model in this unit makes an attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that attack targets a unit that is Below Half-strength, add 1 to the Hit roll and add 1 to the Wound roll instead.
Core:
Faction:
Mission Tactics
Oath of Moment
Oath of Moment
Oath of Moment
Oath of Moment
Oath of Moment

Wargear Options

The Kill Team Sergeant can replace its Deathwatch bolt rifle with one of the following:
  • 1 Astartes chainsword
  • 1 hand flamer
  • 1 plasma pistol
  • 1 power weapon
The Kill Team Sergeant can replace its close combat weapon with one of the following:
  • 1 Astartes chainsword
  • 1 power fist
  • 1 power weapon
  • 1 thunder hammer
For every 5 models in this unit, 1 model equipped with a Deathwatch bolt rifle can be equipped with 1 Astartes grenade launcher.
One model equipped with a plasma incinerator can replace its bolt pistol with 1 plasma pistol.
1 model can replace its superfrag rocket launcher with 1 vengor launcher.
Any number of models can each replace their superfrag rocket launcher with 1 superkrak rocket launcher.

Wargear Abilities

Unit Composition

10 MODELS MAXIMUM
1 Kill Team Sergeant
2-9 Kill Team Intercessors
0-4 Kill Team Intercessors with plasma incinerators
0-4 Kill Team Intercessors with heavy bolt pistols
0‑4 Kill Team Intercessors with pyreblasters
0‑2 Kill Team Intercessors with superfrag rocket launchers
The Kill Team Sergeant and every Kill Team Intercessor is equipped with: bolt pistol; Deathwatch bolt rifle; close combat weapon.

Every Kill Team Intercessor with plasma incinerator is equipped with: bolt pistol; plasma incinerator; close combat weapon.

Every Kill Team Intercessor with heavy bolt pistol is equipped with: heavy bolt pistol; Astartes chainsword.

Every Kill Team Intercessor with pyreblaster is equipped with: bolt pistol; pyreblaster; close combat weapon.

Every Kill Team Intercessor with superfrag rocket launcher is equipped with: bolt pistol; castellan launcher; superfrag rocket launcher; close combat weapon.

Costs

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.