Kill Team Cassius

Model NameMTSvWLdOC
KILL TEAM VETERAN
32mm
6"43+ 26+2
KILL TEAM BIKER
75 x 42mm
12"53+ 36+2
CHAPLAIN CASSIUS
32mm
6"43+ 4++45+2
KILL TEAM TERMINATOR
40mm
5"52+ 4++36+2
Keywords:
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Ranged WeaponsRangeABSSAPD
Psychic Cleanse
psychic
24"D635-1D3
Heavy flamer
ignores cover, torrent
12"D6N/A5-11
Boltgun
24"23401
Deathwatch twin boltgun
TWIN-LINKED
24"23401
Bolt pistol
pistol
12"13401
Frag cannon
blast, heavy, rapid fire d3
18"D347-12
Long Vigil ranged weapon
anti-infantry 4+, devastating wounds, rapid fire 1
24"14401
Melee WeaponsRangeABSSAPD
Artificer crozius
Melee526-12
Force weapon
psychic
Melee525-3D3
Long Vigil melee weapon
Melee335-21
Power fist
Melee338-22
Twin lightning claws
twin-linked
Melee435-21
Close combat weapon
Melee335-21

Abilities

Catechism of Death:While this unit contains Chaplain Cassius, melee weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.
Unflinching:You can re-roll Battle-shock tests for this unit.

Wargear Options

Chaplain Cassius is equipped with: artificer crozius; bolt pistol.
Vael Donatus is equipped with: boltgun; bolt pistol; close combat weapon.
Zameon Gydrael is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon.
Rodricus Grytt is equipped with: frag cannon; bolt pistol; close combat weapon.
Antor Delassio is equipped with: Long Vigil ranged weapon; Long Vigil melee weapon, jump pack.
Edryc Setorax is equipped with: twin lightning claws, jump pack.
Jensus Natorian is equipped with: psychic Cleanse; bolt pistol; force weapon; psychic hood.
Drenn Redblade is equipped with: Long Vigil melee weapon; boltgun.
Garran Branatar is equipped with: heavy flamer; Long Vigil ranged weapon; power fist.
Ennox Sorrlock is equipped with: Long Vigil ranged weapon; close combat weapon.
Jetek Suberei is equipped with: Deathwatch twin boltgun; Long Vigil melee weapon.

Wargear Abilities

Jump Pack:The bearer has a Move characteristic of 12" and can move over models and terrain as if they were not there.
Psychic Hood:Models in the bearer’s unit have the Feel No Pain 4+ ability against Psychic Attacks.

Unit Composition

1 Chaplain Cassius – EPIC HERO
8 Kill Team Veterans:
  • Vael Donatus
  • Zameon Gydrael
  • Rodricus Grytt
  • Antor Delassio
  • Edryc Setorax
  • Jensus Natorian
  • Drenn Redblade
  • Ennox Sorrlock
1 Kill Team Terminator (Garran Branatar)
1 Kill Team Biker (Jetek Suberei)

Costs

11 models - 220pts

Leader

Led By

Stratagems

NameDescription
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 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 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 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 EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
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.
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.
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 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 ARMOUR OF CONTEMPT
Detachment: Black Spear Task Force
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1CP SITE-TO-SITE TELEPORTATION
Detachment: Black Spear Task Force
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Kill Team units from your army, or one other Adeptus Astartes Infantry unit from your army, if those units are not within Engagement Range of one or more enemy units.

EFFECT: Remove those units from the battlefield and place them into Strategic Reserves. Until the end of your next Movement phase, models in those units that do not have the Deep Strike ability have the Deep Strike ability.
1CP HELLFIRE ROUNDS
Detachment: Black Spear Task Force
WHEN: Your Shooting phase.

TARGET: One Kill Team unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons (excluding Devastating Wounds weapons) equipped by models in your unit have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 5+] abilities.

RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Dragonfire Rounds Stratagems this phase.
1CP KRAKEN ROUNDS
Detachment: Black Spear Task Force
WHEN: Your Shooting phase.

TARGET: One Kill Team unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1 and improve the Range characteristic of those weapons by 6".

RESTRICTIONS: You cannot select any units that have already been targeted with either the Dragonfire Rounds or Hellfire Rounds Stratagems this phase.
1CP DRAGONFIRE ROUNDS
Detachment: Black Spear Task Force
WHEN: Your Shooting phase.

TARGET: One Kill Team unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [ASSAULT] and [IGNORES COVER] abilities.

RESTRICTIONS: You cannot select any units that have already been targeted with either the Kraken Rounds or Hellfire Rounds Stratagems this phase.
1CP ADAPTIVE TACTICS
Detachment: Black Spear Task Force
WHEN: Your Command phase.

TARGET: Up to two Kill Team units from your army, or one other ADEPTUS ASTARTES unit from your army.

EFFECT: For each unit targeted, select Furor Tactics, Malleus Tactics or Purgatus Tactics. Until the start of your next Command phase, that Mission Tactic is active for that unit instead of any Mission Tactic that is active for your army.
1CP VOX-AMPLIFIED ROAR
Detachment: Boarding Strike
WHEN: Your Charge phase, just after an ADEPTUS ASTARTES unit from your army declares a charge.

TARGET: That ADEPTUS ASTARTES unit.

EFFECT: Each target of that charge must take a Battle-shock test.
1CP DUTY AND DEFIANCE
Detachment: Boarding Strike
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS ASTARTES 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, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if your unit has the Battleline keyword: on a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.