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‘The darkness calls to us, we adventurers. Where light shines all is seen. All is known. But darkness? Darkness is a doorway. It is the promise of the unknown. It is discovery and danger, peril and riches, and the vigour of a life truly lived. Amidst the darkness, that is where we serve the Emperor best.’

- Rogue Trader Janus Draik

Books

BookKindEditionVersionLast update
  Kill Team Annual 2019Expansion81.0December 2019

Datasheets


Gotfret de Montbard

NAME M WS BS S T W A Ld Sv Max
Gotfret de Montbard 6" 3+ 4+ 3 3 3 4 8 4+ 1
This model is armed with a power sword and storm shield.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Power sword
Melee
Melee
User
-3
1
-
ABILITIES
Specialist Retainer: This model is always a Combat specialist, but this does not count towards the maximum number of specialists in your kill team.

Hacking Advance: Each unmodified hit roll of 6 made for Gotfret de Montbard’s attacks in the Fight phase scores 2 hits instead of 1.

Storm Shield: This model has a 3+ invulnerable save.

Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
SPECIALISTS
Combat
FACTION KEYWORDS
ADEPTA SORORITAS, ASTRA MILITARUM
KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, CRUSADER, GOTFRET DE MONTBARD


Pious Vorne

NAME M WS BS S T W A Ld Sv Max
Pious Vorne 6" 3+ 4+ 3 3 2 3 7 7+ 1
This model is armed with Vindictor.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Vindictor (shooting)
8"
Assault D6
5
-1
1
This weapon automatically hits its target. If the target is a CHAOS model, roll two D6 to determine the number of attacks made with this weapon, and discard the lowest result.
Vindictor (melee)
Melee
Melee
+1
-1
1
-
ABILITIES
Specialist Retainer: This model is always a Zealot specialist, but this does not count towards the maximum number of specialists in your kill team.

Maniacal Fervour: Roll a D6 each time this model loses a wound; on a 5+ that wound is not lost.

Zealot: You can re-roll failed hit rolls for attacks made by this model in a battle round in which it charged or was charged.

Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
SPECIALISTS
Zealot
FACTION KEYWORDS
ADEPTA SORORITAS, ASTRA MILITARUM
KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, INFANTRY, PIOUS VORNE


Rein and Raus

NAME M WS BS S T W A Ld Sv Max
Rein 6" 5+ 2+ 2 2 2 1 6 6+ 1
Raus 6" 5+ 2+ 2 2 2 1 6 6+ 1
If one of these models is included in your kill team, you must also include the other. Rein is armed with a sniper rifle and stub pistol. Raus is armed with a stub pistol and demolition charge.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
Stub pistol
9"
Pistol 1
4
0
1
-
Demolition charge
6"
Grenade D6
8
-3
D3
This weapon can only be fired once per battle.
ABILITIES
Specialist Retainer: Rein is always a Sniper specialist, but this does not count towards the maximum number of specialists in your kill team.

Grappling Hook: Raus can climb any distance vertically (up or down) when he makes a normal move – do not measure the distance moved in this way.

The Ratling Twins: You can re-roll failed hit and wound rolls when shooting with Rein’s sniper rifle, if the target is also visible to Raus.

Naturally Stealthy: When an opponent makes a hit roll for a shooting attack that targets Rein or Raus, and the target model is obscured, that hit roll suffers an additional -1 modifier.

Shoot Sharp and Scarper: Immediately after making a shooting attack with Rein or Raus (other than firing Overwatch), the firing model can move as if it were the Movement phase (though it cannot Advance as part of this move).
SPECIALISTS
Sniper (Rein only)
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS (Rein)
IMPERIUM, MILITARUM AUXILLA, INFANTRY, RATLING, REIN
KEYWORDS (Raus)
IMPERIUM, MILITARUM AUXILLA, INFANTRY, RATLING, RAUS


UR-025

NAME M WS BS S T W A Ld Sv Max
UR-025 5" 3+ 3+ 5 5 3 2 8 3+ 1
This model is armed with a Mk I assault cannon and a power claw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Mk I assault cannon
24"
Heavy 4
5
-1
1
-
Power claw
Melee
Melee
x2
-3
D3
When attacking with this weapon, subtract 1 from the hit roll.
ABILITIES
Specialist Retainer: This model is always a Heavy specialist, but this does not count towards the maximum number of specialists in your kill team.

Self-repair Systems: At the start of each battle round, this model regains 1 lost wound.

Something Isn’t Quite Right…: This model is not treated as a model in your kill team for the purposes of Canticles of the Omnissiah.
SPECIALISTS
Heavy
FACTION KEYWORDS
ADEPTUS MECHANICUS
KEYWORDS
IMPERIUM, ROBOTICA IMPERIALIS, INFANTRY, IMPERIAL ROBOT, UR-025


X-101

NAME M WS BS S T W A Ld Sv Max
X-101 5" 5+ 5+ 4 4 2 2 6 4+ 1
This model is armed with a grav-gun and hydraulic claw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
Hydraulic claw
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
ABILITIES
Canticles of the Omnissiah

Automaton: X-101 can never be a Specialist.

Mindlock: X-101 has a Weapon Skill and Ballistic Skill characteristic of 4+ and a Leadership characteristic of 9, whilst it is within 6" of any TECH-PRIESTS from your kill team.
SPECIALISTS
None
FACTION KEYWORDS
ADEPTUS MECHANICUS
KEYWORDS
IMPERIUM, INFANTRY, SERVITOR, X-101


Commanders


Amallyn Shadowguide

NAME M WS BS S T W A Ld Sv Max
Amallyn Shadowguide 7" 3+ 2+ 3 3 3 2 7 5+ 1
This model is armed with a ranger long rifle, power blade and plasma grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Ranger long rifle
36"
Heavy 1
4
0
1
A model firing a Ranger long rifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
Power blade
Melee
Melee
User
-2
1
-
Plasma grenade
6"
Grenade D6
4
-1
1
-
ABILITIES
Ancient Doom: You can re-roll failed hit rolls in the Fight phase for this model in a battle round in which it charges or is charged by a SLAANESH model. However, you must add 1 to Nerve tests for this model if it is within 3" of any SLAANESH models.

Battle Focus: If this model moves or Advances in its Movement phase, weapons (excluding Heavy weapons) are used as if the model had remained stationary.

Cameleoline Cloak: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.

Phase Crystal: This model has a 4+ invulnerable save and can move across models and terrain as if they were not there.
SPECIALISTS
Stealth
FACTION KEYWORDS
ASURYANI
KEYWORDS
AELDARI, WARHOST, COMMANDER, INFANTRY, RANGER, AMALLYN SHADOWGUIDE


Aradia Madellan

NAME M WS BS S T W A Ld Sv Max
Aradia Madellan 7" 3+ 3+ 3 3 4 3 8 5+ 1
This model is armed with a laspistol and force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Force stave
Melee
Melee
+2
-1
D3
-
ABILITIES
Psychic Boost: At the start of each battle round, you can pick one ASTRA MILITARUM model from your kill team that is within 6" of this model. That model can ignore the penalty to hit rolls from any flesh wounds it has suffered until the end of that battle round.

Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
Psyker
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, ASTRA TELEPATHICA, SCHOLASTICA PSYKANA, COMMANDER, INFANTRY, PSYKER, PRIMARIS PSYKER, ARADIA MADELLAN


Daedalosus

NAME M WS BS S T W A Ld Sv Max
Daedalosus 6" 4+ 3+ 3 4 5 2 8 4+ 1
This model is armed with an eradication pistol and servo-arc claw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Eradication pistol
12"
Pistol D3
6
-1
1
If the target is within 6" of the bearer, this weapon has a Type of Pistol 1, an AP of -3 and a Damage of D3.
Servo-arc claw
Melee
Melee
+1
-1
1
-
ABILITIES
Canticles of the Omnissiah

Ornate Bionics: This model has a 5+ invulnerable save.

Omniscanner: At the start of the Shooting phase, you can select one enemy model that is within 24" of, and visible to, this model. Until the end of the phase, add 1 to hit rolls for attacks made by ADEPTUS MECHANICUS models from your kill team that are within 6" of this model, that target the selected enemy model.

Archeotech Device: Once per battle, at the end of the Movement phase, this model can activate an ancient archeotech device. If he does so, select one of the following effects:
• Select one ADEPTUS MECHANICUS model from your kill team that is within 3" of this model. That model regains 1 lost wound.
• Select one enemy model within 3" of this model. That enemy model suffers 1 mortal wound.
SPECIALISTS
Logistics
FACTION KEYWORDS
ADEPTUS MECHANICUS
KEYWORDS
IMPERIUM, CULT MECHANICUS, COMMANDER, INFANTRY, TECH-PRIEST, DAEDALOSUS


Dahyak Grekh

NAME M WS BS S T W A Ld Sv Max
Dahyak Grekh 7" 3+ 3+ 3 3 3 3 7 6+ 1
This model is armed with a kroot pistol and a kroot rifle.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Kroot pistol
12"
Pistol 1
4
0
1
-
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Kroot rifle (melee)
Melee
Melee
+1
0
1
-
ABILITIES
Quarry Can’t Hide: This model does not suffer the penalty to hit rolls for the target being obscured.

Concealed Booby Traps: If you select the Plant Traps strategy during the Scouting phase, you can boobytrap up to D3+1 pieces of terrain instead of up to D3.

Fieldcraft: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
SPECIALISTS
Stealth
FACTION KEYWORDS
T’AU EMPIRE, KROOT
KEYWORDS
COMMANDER, INFANTRY, DAHYAK GREKH


Espern Locarno

NAME M WS BS S T W A Ld Sv Max
Espern Locarno 6" 5+ 5+ 3 3 3 2 7 6+ 1
This model is armed with a laspistol and force-orb cane.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Force-orb cane
Melee
Melee
User
0
D3
-
ABILITIES
The Third Eye: When this model attempts to manifest the Psybolt psychic power, select an enemy model within 12" of it, and visible to it, before making the Psychic test – if there are none, it cannot attempt to manifest Psybolt this phase. If the power is successfully manifested, the model you chose suffers the mortal wounds, even if another enemy model is closer to this model.

Psychic Barrier: This model has a 4+ invulnerable save.

Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
PSYKER
This model can attempt to manifest one psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power.
SPECIALISTS
Psyker
FACTION KEYWORDS
ASTRA MILITARUM
KEYWORDS
IMPERIUM, NAVIS NOBILITE, COMMANDER, INFANTRY, PSYKER, NAVIGATOR, ESPERN LOCARNO


Janus Draik

NAME M WS BS S T W A Ld Sv Max
Janus Draik 6" 3+ 3+ 3 3 4 3 9 4+ 1
This model is armed with an heirloom pistol, a monomolecular rapier, and an archeotech grenade.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Monomolecular rapier
Melee
Melee
User
-4
1
-
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
ABILITIES
Multi-Spectral Auspicator: Re-roll hit rolls of 1 for attacks made by this model.

Concealed Archeotech Weapon: Once per battle, at the start of the Fight phase, pick one enemy model within 1" of this model and roll a dice; on a 4+ the target model suffers D3 mortal wounds.

Disruption Field Generator: This model has a 4+ invulnerable save.

Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword.
SPECIALISTS
Logistics
FACTION KEYWORDS
ADEPTA SORORITAS, ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, JANUS DRAIK


Neyam Shai Murad

NAME M WS BS S T W A Ld Sv Max
Neyam Shai Murad 6" 3+ 3+ 3 3 4 3 9 4+ 1
This model is armed with two negotiator pistols.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Negotiator pistol
12"
Pistol 2
4
-2
1
-
ABILITIES
Quick Draw: This model can shoot each turn as if it was Readied.

Servo-skull Assisted Targeting: This model does not suffer the penalty to hit rolls for the target being obscured.

Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword.
SPECIALISTS
Shooting
FACTION KEYWORDS
ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS, ADEPTA SORORITAS
KEYWORDS
IMPERIUM, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, NEYAM SHAI MURAD


Taddeus the Purifier

NAME M WS BS S T W A Ld Sv Max
Taddeus the Purifier 6" 4+ 4+ 3 3 4 3 7 6+ 1
This model is armed with a laspistol, servo-stubber and power maul.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Laspistol
12"
Pistol 1
3
0
1
-
Servo-stubber
12"
Pistol 3
4
0
1
-
Power maul
Melee
Melee
+2
-1
1
-
ABILITIES
Zealot: You can re-roll failed hit rolls for attacks made by this model in a battle round in which it charged or was charged.

Rosarius: This model has a 4+ invulnerable save.

War Hymns: Add 1 to the Attacks characteristic of ASTRA MILITARUM models whilst they are within 6" of any friendly MINISTORUM PRIEST models.

Advisor: This model may not be picked to be affected by an order as part of the Voice of Command ability.
SPECIALISTS
Ferocity
FACTION KEYWORDS
ADEPTA SORORITAS, ASTRA MILITARUM
KEYWORDS
IMPERIUM, ADEPTUS MINISTORUM, COMMANDER, INFANTRY, MINISTORUM PRIEST, TADDEUS THE PURIFIER

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
Demolition charge
6"
Grenade D6
8
-3
D3
This weapon can only be fired once per battle.
Eradication pistol
12"
Pistol D3
6
-1
1
If the target is within 6" of the bearer, this weapon has a Type of Pistol 1, an AP of -3 and a Damage of D3.
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Kroot pistol
12"
Pistol 1
4
0
1
-
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
Laspistol (Taddeus the Purifier)
12"
Pistol 1
3
0
1
-
Laspistol (Espern Locarno)
12"
Pistol 1
3
0
1
-
Mk I assault cannon
24"
Heavy 4
5
-1
1
-
Negotiator pistol
12"
Pistol 2
4
-2
1
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
0
Ranger long rifle
36"
Heavy 1
4
0
1
A model firing a Ranger long rifle does not suffer the penalty to hit rolls for the target being at long range. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
Servo-stubber
12"
Pistol 3
4
0
1
-
Sniper rifle (Rein)
36"
Heavy 1
4
0
1
A model firing a sniper rifle does not suffer the penalty to hit rolls for the target being at long range. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.
Stub pistol
9"
Pistol 1
4
0
1
-
Vindictor (shooting)
8"
Assault D6
5
-1
1
This weapon automatically hits its target. If the target is a CHAOS model, roll two D6 to determine the number of attacks made with this weapon, and discard the lowest result.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Force stave
Melee
Melee
+2
-1
D3
-
Force-orb cane
Melee
Melee
User
0
D3
-
Hydraulic claw
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Kroot rifle (melee)
Melee
Melee
+1
0
1
-
Monomolecular rapier
Melee
Melee
User
-4
1
-
Power blade
Melee
Melee
User
-2
1
-
Power claw
Melee
Melee
x2
-3
D3
When attacking with this weapon, subtract 1 from the hit roll.
Power maul
Melee
Melee
+2
-1
1
-
Power sword (Gotfret de Montbard)
Melee
Melee
User
-3
1
-
Servo-arc claw
Melee
Melee
+1
-1
1
-
Vindictor (melee)
Melee
Melee
+1
-1
1
-
Includes wargear
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The ADEPTA SORORITAS keyword is used in following Blackstone Fortress Kill Team datasheets:

Datasheet
Commander

The ASTRA MILITARUM keyword is used in following Blackstone Fortress Kill Team datasheets:

Datasheet
Commander

The IMPERIUM keyword is used in following Blackstone Fortress Kill Team datasheets:

Datasheet
• UR-025
• X-101
Commander

The ADEPTUS MINISTORUM keyword is used in following Blackstone Fortress Kill Team datasheets:

Datasheet
Commander

The INFANTRY keyword is used in following Blackstone Fortress Kill Team datasheets:

Datasheet
• UR-025
• X-101
Commander
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Canticles of the Omnissiah
At the start of each battle round, pick which Canticle of the Omnissiah from the table opposite is in effect until the end of the battle round. The same Canticle may not be picked twice during the same battle.

Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table opposite. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.

CANTICLES OF THE OMNISSIAH TABLE
D6CANTICLE
1Incantation of the Iron Soul: You can re-roll failed Nerve tests for models in your kill team.
2Litany of the Electromancer: Roll a D6 for each enemy model within 1" of any models in your kill team at the start of the Fight phase. On a 6, that enemy model suffers 1 mortal wound.
3Chant of the Remorseless Fist: Re-roll hit rolls of 1 for models in your kill team in the Fight phase.
4Shroudpsalm: When an enemy player makes a hit roll for a shooting attack that targets a model from your kill team, and that model is obscured, that hit roll suffers an additional -1 modifier.
5Invocation of Machine Might: Add 1 to the Strength characteristic of models in your kill team.
6Benediction of the Omnissiah: Re-roll hit rolls of 1 for models in your kill team in the Shooting phase.

The ADEPTUS MECHANICUS keyword is used in following Blackstone Fortress Kill Team datasheets:

Datasheet
• UR-025
• X-101
Commander
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.

The TECH-PRIEST keyword is used in following Blackstone Fortress Kill Team datasheets:

Commander
LevelPoints per model*
130
235
350
460
* Including wargear

The COMMANDER keyword is used in following Blackstone Fortress Kill Team datasheets:

Commander
LevelPoints per model*
170
280
390
4105
* Including wargear
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

The PSYKER keyword is used in following Blackstone Fortress Kill Team datasheets:

Commander
LevelPoints per model*
125
230
340
450
* Including wargear
LevelPoints per model*
130
240
350
460
* Including wargear
LevelPoints per model*
150
265
380
4105
* Including wargear

The ADEPTUS ASTARTES keyword is used in following Blackstone Fortress Kill Team datasheets:

Commander

The ASTRA CARTOGRAPHICA keyword is used in following Blackstone Fortress Kill Team datasheets:

Commander

The ROGUE TRADER keyword is used in following Blackstone Fortress Kill Team datasheets:

Commander
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
LevelPoints per model*
150
255
370
485
* Including wargear

The MINISTORUM PRIEST keyword is used in following Blackstone Fortress Kill Team datasheets:

Commander

Archeotech grenade used in following datasheets:

Commander

Demolition charge used in following datasheets:

Datasheet

Eradication pistol used in following datasheets:

Commander

Grav-gun used in following datasheets:

Datasheet
• X-101

Heirloom pistol used in following datasheets:

Commander

Kroot pistol used in following datasheets:

Commander

Kroot rifle (shooting) used in following datasheets:

Commander

Laspistol used in following datasheets:

Commander

Laspistol (Taddeus the Purifier) used in following datasheets:

Commander

Laspistol (Espern Locarno) used in following datasheets:

Commander

Mk I assault cannon used in following datasheets:

Datasheet
• UR-025

Negotiator pistol used in following datasheets:

Commander

Plasma grenade used in following datasheets:

Commander

Ranger long rifle used in following datasheets:

Commander

Servo-stubber used in following datasheets:

Commander

Sniper rifle (Rein) used in following datasheets:

Datasheet

Stub pistol used in following datasheets:

Datasheet

Vindictor (shooting) used in following datasheets:

Datasheet

Force stave used in following datasheets:

Commander

Force-orb cane used in following datasheets:

Commander

Hydraulic claw used in following datasheets:

Datasheet
• X-101

Kroot rifle (melee) used in following datasheets:

Commander

Monomolecular rapier used in following datasheets:

Commander

Power blade used in following datasheets:

Commander

Power claw used in following datasheets:

Datasheet
• UR-025

Power maul used in following datasheets:

Commander

Power sword (Gotfret de Montbard) used in following datasheets:

Datasheet

Servo-arc claw used in following datasheets:

Commander

Vindictor (melee) used in following datasheets:

Datasheet
© Vyacheslav Maltsev 2013-2020