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Deathwatch kill team: HQ 1 KILLTEAM LEADER ..

200 Points WS BS S T W I A Ld Sv 8 7 6 6 3 6 4 10 3+

Wargear:

Special Rules:

Composition: * Force of One * 1 Unique * Bolt pistol *never surrender *ATSKNF * Chainsword * Listen Up, Maggots * Bolter * Fleet * Frag and krak grenades * Move Through Cover * Auto-senses * Combat Tactics * Stubborn * Power armor *last hope

Unit Type: * Infantry

Options: The Team leader may replace chainsword with a power fist for +50 points. The Team leader may replace bolt pistol with a plasma pistol for +50 points. The Team leader may replace chainsword and bolt pistol with a pair of lightning claws for +75 points. The team leader may take a combi weapon for +30 points. SPECIAL RULES Listen Up, Maggots: The Team leader often finds himself as the last surviving leader in the chain of command. He maintains discipline with constant vigilance and a sharp tongue. All Space Marines with line of sight to the Team Leader may re-roll failed Morale check and Pinning tests. Last Hope: Any member of a deathwatch kill team may opt to deepstrike onto the

board. Also, once a game, the team leader may urge his killteam forward to rush to the final kill. All marines get +1 Attack for that turn. Lightning claws: lightning claws are used as a pair in close combat to devastating effect. The leader counts as having 2 power weapons that reroll rolls to hit and wound. Never Surrender: if the Killteam leader is brought down in close combat, he immediately lashes out in a last attack. Remove any enemy models in contact with him (not monstrous creatures or vehicles)

TROOPS: 0-4 SPACE MARINE VETERAN........................................150 Points WS BS S T W I A Ld 7 6 6 6 2 6 4 9 Sv 3+4++

Veteran

Composition: *1 Unit Type: * Infantry

Wargear: * Bolter *chainsword * Frag and krak grenades * Auto-senses * Power armor

Special Rules: * Force of One *ATSKNF * Fleet * Move Through Cover * Combat Tactics * Stubborn

Options: The Veteran may be equipped with Special Issue Ammunition for +50 points. The Veteran may be equipped with an Auxiliary grenade launcher at +50 points SPECIAL RULES Special Issue Ammunition: If equipped with Special Issue Ammunition, any wounds caused by the Veteran's bolter ignore both cover and Invulnerable saves. Auxiliary grenade launcher: an under slung grenade launcher can be fired instead of the bolter in the shooting phase using the following profile. range S AP

Frag Grenades Krak Grenades

36" 5 4 36" 8 3

Assault 1, Large Blast, ignores cover Assault 1, Blast

ELITE: 0-2 SPACE MARINE SPECIALIST........................................150 Points WS BS S T W I A Ld 7 6 6 6 2 6 4 9 Sv 3+4++

Specialist

Composition: *1 Unit Type: * Infantry

Wargear: * Bolter *chainsword * Frag and krak grenades * Auto-senses * Power armor

Special Rules: * Force of One *ATSKNF * Fleet * Move Through Cover * Combat Tactics * Stubborn

Options: One Specialist may be upgraded to a Techmarine with a servo harness and Sabotage for +150 points One Specialist may be upgraded to a librarian with a force weapon and Emperors

Wrath power for +150 points


One Specialist may be upgraded to an Apothecary for +75 points SPECIAL RULES Librarian: these psykers can cannel forces so destructive as to wipe out entire armies. Force Weapon: This powerful weapon is attuned to the Librarian, and can uleash his power. When the Librarian kills an opponent in close combat (not with this power), his force weapon unleashes a wave of energy. Place the large blast template touching the librarian. Any enemy model hit takes a S6 AP3 hit.

Emperors Wrath: The librarian can channel his energy into lightning shooting out of his gauntlets. Instead of shooting his bolter, the librarian may chose to unleash this power using the following profile. Range S 24 6 AP 2 type Assault 4

Techmarine: a Techmarine specializes in the ancient art of machines, and their knowledge and specialist equipment can turn the tide of a battle. A techmarines invulnerable save increases to 3++. A techmarine can fire two weapons a turn. Servo Harness: A servo Harness contains all the tools a techmarine needs, and weapons to keep him safe. It equips him with a flamer, a twin-linked plasma pistol, and a pair of servo arms (he as being equipped with a power fist). Sabotage: a techmarine has the ability to see how buildings and vehicles are constructed, and how to destroy them. A Techmarine adds +1 to any vehicle damage rolls, and if in contact with a ruin or building, can destroy it on the roll of 4+, causing everyone inside to take a S4 AP - hit. Apothecary: an apothecary has the ability to heal the wounds of nearby comrades. Any marine within 6 of the Apothecary has the Feel No Pain special rule

Heavy Support: 0-2 SPACE MARINE SUPPORT VETERAN........................................150 Points WS BS S T W I A Ld 7 6 6 6 2 6 4 9 Sv 3+4++

Veteran

Composition: *1

Wargear: * Bolter *chainsword * Frag and krak grenades

Special Rules: * Force of One *ATSKNF

Unit Type: * Infantry

* Auto-senses * Power armor

* Fleet * Move Through Cover * Combat Tactics * Stubborn

Options: a veteran may replace his bolter with: - a flamer for +70 points - a meltagun for +80 points - a plasma gun for +100 points - a heavy bolter for +100 points - a missile launcher for +120 points - a lascannon for +150 points a Veteran may be exchange their power armor, chainsword and bolter for Terminator armor, a storm bolter, and a power fist for +150 points SPECIAL RULES Terminator Armor: terminator armor makes a marine into a walking tank, able to shrug off any attack. The marine has a 2+ armor save and a 3++ invulnerable save

0-1 DROP POD..........................................130 Points FA SA RA BS 12 12 12 5

Drop Pod

Composition: * 1 drop pod

Wargear: * Storm bolter

Special Rules: * sensors

* Assault vehicle Transport Capacity: Unit Type: * Vehicle (immobile) Ten Models

(models in terminator armor count as two)

Special rules: Sensors: the internal sensors on a drop pod make it so that if it scatters off the table, into impassable terrain, or onto enemy models, it will reduce the scatter to land 1 away.

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