Skip to main content
ATTRITIO

Spectrus Kill Team

90 - 180 pts

Characteristics

M6"
T4
Sv3+
W2
LD6+
OC1

Ranged Weapons

  • Accelerator autocannonRange 48"A 3Skill 4+S/AP/D 8 / -1 / 2
    Heavy
  • Bolt carbineRange 24"A 2Skill 3+S/AP/D 4 / 0 / 1
    Precision
  • Bolt sniper rifleRange 36"A 1Skill 3+S/AP/D 5 / -2 / 3
    HeavyPrecision
  • Las fusilRange 36"A 1Skill 3+S/AP/D 9 / -3 / D6
    Heavy
  • Marksman bolt carbineRange 24"A 2Skill 3+S/AP/D 4 / 0 / 1
    Heavy
  • Occulus bolt carbineRange 24"A 2Skill 3+S/AP/D 4 / 0 / 1
    AssaultIgnores Cover
  • Special-issue bolt pistolRange 12"A 1Skill 3+S/AP/D 4 / -1 / 1
    PistolPrecision

Melee Weapons

  • Close combat weaponRange MeleeA 3Skill 3+S/AP/D 4 / 0 / 1
  • Combat knifeRange MeleeA 4Skill 3+S/AP/D 4 / 0 / 1
    Precision
  • Paired combat bladesRange MeleeA 3Skill 3+S/AP/D 4 / 0 / 1
    Sustained Hits 1

Abilities

Attached Unit
If a CHARACTER unit from your army can be attached to a DEATHWATCH KILL TEAM, it can be attached to this unit instead.
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. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase.
Transport
This unit cannot embark within an IMPERIAL RHINO.
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.
Void Trader
If the bearer is on the battlefield at the end of the battle, increase your Crusade force's Supply Limit by 50 points. At the end of battle, you can select one model from your Crusade force that has one Crusade Relic or one weapon that has a Weapon Modification. If you do, you can remove that Battle Honour from that model - you can either replace that Battle Honour with a different Crusade Relic that model can have or you can gain 1RP.
Highly Placed Ally
If the bearer is your **^^Warlord^^**, start the battle with 1CP. If the bearer is on the battlefield at the end of the battle and you won that battle, roll one D6: on a 4+, you gain 1RP.
Secret Forces
If the bearer is included in a Crusade army whose Army Faction is not **^^Agents of the Imperium^^**, the maximum number of **^^Requisitioned^^**, **^^Retinue^^** and **^^Agents of the Imperium Character^^** units that can be included in that army is increased by 1. Each time you start a Shadow Operation, you start with 1 Influence point.
Trained By A Legend
The bearer's unit has the Lone Operative, Infiltrators and Stealth abilities. Each time you start a Shadow Operation, you start with 1 Intrigue point.
Master of Spies
Each time you start a Shadow Operation, you start with 1 Investigation point. Each time you roll on the Plot Twist table, you can re-roll the result.
Bound Entity
**^^Radical^^** model only. The bearer's unit has the Deep Strike ability. Once per Shadow Operation, when you attempt to Thwart a Threat through Intrigue, you can re-roll that test. If the bearer loses the **^^Radical^^** keyword or gains the **^^Puritan^^** keyword by any means, it immediately loses this Battle Honour.
Upholder of the Creed
**^^Puritan^^** model only. Improve the bearer's Leadership and Wounds characteristics by 1. Once per Shadow Operation when you attempt to Thwart a Threat through Influence, you can re-roll that test. If the bearer loses the **^^Puritan^^** keyword or gains the **^^Radical^^** keyword by any means, it immediately loses this Battle Honour.
Scouts 6"
This ability always takes the form **Scouts X"**. In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:  - If that unit is in **strategic reserves**, you can set up that unit anywhere that is wholly within your deployment zone.  - If that unit is wholly within your deployment zone, it can make a **scout move**.  - If that unit is embarked within a **DEDICATED TRANSPORT** that is wholly within your deployment zone, and if every model embarked within that **DEDICATED TRANSPORT** has the Scouts ability, that **DEDICATED TRANSPORT** c
Infiltrators
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
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, Kill Team Terminator models, Kill Team Outrider models, Kill Team Biker models and models equipped with a ju

Points

  • 5 models90 pts
  • 10 models180 pts

Keywords

InfantryGrenadesImperiumSmokeDeathwatchKill TeamDamage Dx WeaponImperial Agents