Space Marines – Indomitor Kill Team
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Indomitor Kill Team

NoNAME  M WS BS S T W A Ld Sv Base
28
Heavy Intercessor Sergeant (base: 40mm)
1
28
Heavy Intercessor Sergeant
5" 3+ 3+ 4 5 3 3 8 3+ 40mm
28
Heavy Intercessor (base: 40mm)
4‑9
28
Heavy Intercessor
5" 3+ 3+ 4 5 3 2 7 3+ 40mm
40
Aggressor (base: 40mm)
0‑5
40
Aggressor
5" 3+ 3+ 4 5 3 3 7 3+ 40mm
40
Inceptor (base: 40mm)
0‑5
40
Inceptor
10" 3+ 3+ 4 5 3 2 7 3+ 40mm
45
Eradicator (base: 40mm)
0‑5
45
Eradicator
5" 3+ 3+ 4 5 3 2 7 3+ 40mm
An INDOMITOR KILL TEAM contains: 1 Heavy Intercessor Sergeant; 4 Heavy Intercessors. You can add any 5 of the following models to this unit:
  • 1 Heavy Intercessor (+2 Power Rating per model)
  • 1 Aggressor (+2 Power Rating per model)
  • 1 Inceptor (+2 Power Rating per model)
  • 1 Eradicator (+3 Power Rating per model)
Every Heavy Intercessor and Heavy Intercessor Sergeant is equipped with: bolt pistol; heavy bolt rifle; frag grenades; krak grenades.
Every Aggressor is equipped with: 2 flamestorm gauntlets.
Every Inceptor is equipped with: 2 assault bolters.
Every Eradicator is equipped with: bolt pistol; melta rifle; frag grenades; krak grenades.

This datasheet is provided to assist in making a INDOMITOR KILL TEAM, as detailed in Codex Supplement: Deathwatch.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Assault bolter
Assault bolter
18"
Assault 3
5
-1
1
-
Executor bolt rifle
Executor bolt rifle
42"
Heavy 1
5
-2
2
-
+10
Executor heavy bolter
+10
Executor heavy bolter
42"
Heavy 2
5
-2
3
-
Flamestorm gauntlet (melee)
Flamestorm gauntlet (melee)
Melee
Melee
x2
-3
2
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Flamestorm gauntlet (shooting)
Flamestorm gauntlet (shooting)
12"
Assault D6
4
0
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+5
Fragstorm grenade launcher
+5
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
Heavy bolt rifle
Heavy bolt rifle
36"
Rapid Fire 1
5
-1
1
-
+10
Heavy bolter
+10
Heavy bolter
36"
Heavy 3
5
-1
2
-
+5
Heavy melta rifle
+5
Heavy melta rifle
24"
Heavy 1
8
-4
D6+2
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
Hellstorm bolt rifle
Hellstorm bolt rifle
30"
Assault 3
5
0
1
-
+10
Hellstorm heavy bolter
+10
Hellstorm heavy bolter
30"
Heavy 4
5
0
2
-
Melta rifle
Melta rifle
24"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Krak grenades
Krak grenades
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any Heavy Intercessor or Heavy Intercessor Sergeant can have their heavy bolt rifle replaced with one of the following: 1 hellstorm bolt rifle; 1 executor bolt rifle.
 • For every 5 Heavy Intercessor or Heavy Intercessor Sergeant in this unit, 1 Heavy Intercessor’s heavy bolt rifle can be replaced with 1 heavy bolter, 1 Heavy Intercessor’s hellstorm bolt rifle can be replaced with 1 hellstorm heavy bolter, or 1 Heavy Intercessor’s executor bolt rifle can be replaced with 1 executor heavy bolter.
 • Any Aggressor can have their 2 auto boltstorm gauntlets and 1 fragstorm grenade launcher replaced with: 2 flamestorm gauntlets.
 • Any Inceptor can have their 2 assault bolters replaced with 2 plasma exterminators.
 • Any Eradicator can have their melta rifle replaced with 1 heavy melta rifle.
ABILITIES
ABILITIES
Angels of Death, Combat Squads, Mixed Unit
Kill Team Abilities:
  • Only Eradicators in this unit can shoot twice when this unit uses the Total Obliteration ability.
Kill Team Keywords:
  • While an INDOMITOR KILL TEAM unit only contains Inceptors, it has the FLY keyword.
ABILITIES (Eradicator only)
ABILITIES (Eradicator only)
Total Obliteration: In your Shooting phase, each time this unit is selected to shoot, if it has not Advanced this turn, it can unleash total obliteration. If it does, select one enemy unit; models in this unit can shoot twice this phase, but they can only make attacks that target that enemy unit (and only if that enemy unit is an eligible target for those attacks).
ABILITIES (Inceptor only)
ABILITIES (Inceptor only)
Death From Above
FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH
KEYWORDS: INFANTRY, CORE, PRIMARIS, MK X GRAVIS, KILL TEAM, INDOMITOR

Datasheet-related Stratagems

TRANSHUMAN PHYSIOLOGY1CP/2CP
Adeptus Astartes – Battle Tactic Stratagem

Space Marines can fight through even the most grievous of wounds.

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
GENE-WROUGHT MIGHT1CP
Adeptus Astartes – Battle Tactic Stratagem

Blessed with incredible strength, Primaris Space Marines deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
UNYIELDING IN THE FACE OF THE FOE1CP
Adeptus Astartes – Battle Tactic Stratagem

Those clad in Gravis armour are walking ceramite strongpoints.

Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.
HONOURED VETERAN OF THE WATCH1CP
Kill Team Strike Force – Requisition Stratagem

Some veterans have served many vigils, and though they have risen to high ranks within their own Chapter will gladly return to the Deathwatch at a lower position.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the STRIKE FORCE keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile (excluding the Watch Sergeant from KILL TEAM CASSIUS):
  • Add 1 to that model’s Wounds characteristic.
  • Determine one Warlord Trait for that model; it is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).
You can only use this Stratagem once.
SANCTION OF THE BLACK VAULT1CP
Deathwatch – Requisition Stratagem

In missions with certain classes of extremis threat rating, the wardens of the Black Vault may grant an exceptional artefact to a veteran warrior of proven skill in the eradication of the xenos.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATHWATCH keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Relics of the Watch Fortresses, even though they are not a CHARACTER: Artificer Armour; Master-crafted Weapon; Digital Weapons; Banebolts of Eryxia; Artificer Bolt Cache. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once.
DISRUPTIVE LAUNCH1CP
Deathwatch – Strategic Ploy Stratagem

With a blaze of jump pack exhaust, the foe can be driven back and the mobile warriors’ brothers given space to unleash death.

Use this Stratagem in your Movement phase, when a DEATHWATCH JUMP PACK unit, INDOMITOR KILL TEAM unit that contains an Inceptor, or PROTEUS KILL TEAM unit that contains a Vanguard Veteran with jump pack from your army Falls Back. That unit is eligible to shoot even though it Fell Back this turn.
TELEPORTARIUM1CP
Deathwatch – Strategic Ploy Stratagem

Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.

Use this Stratagem during deployment. Select one DEATHWATCH INFANTRY, DEATHWATCH DREADNOUGHT or DEATHWATCH BIKER unit from your army. All models in that unit gain the Teleport Strike ability. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
HAMMER OF WRATH1CP
Adeptus Astartes – Strategic Ploy Stratagem

Space Marines with jump packs crash into combat with bonebreaking force.

Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK unit that is within Engagement Range of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.
UNCOMPROMISING FIRE2CP
Adeptus Astartes – Strategic Ploy Stratagem

Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing.
STEADY ADVANCE2CP
Adeptus Astartes – Strategic Ploy Stratagem

A measured advance allows Space Marines to unleash a steady stream of fire.

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.
SPECIAL-ISSUE LOADOUT2CP
Deathwatch – Wargear Stratagem

Individual shells are loaded when optimised volleys are required.

Use this Stratagem in your Shooting phase, when you select a DEATHWATCH INFANTRY unit from your army to shoot. Until the end of the phase, bolt weapons (excluding bolt sniper rifles) without the Special-issue Ammunition ability that models in that unit are equipped with gain that Special-issue Ammunition ability and their Type characteristic is changed to Heavy 1.
AUSPEX SCAN2CP
Adeptus Astartes – Wargear Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.

Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so.
HELLFIRE SHELLS1CP
Adeptus Astartes – Wargear Stratagem

Originally devised to counter large Tyranid bio-forms, hellfire rounds fill the target with mutagenic acid upon detonation.

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, a hellstorm heavy bolter or an executor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends (if a hit is scored against a MONSTER unit, that unit suffers 3 mortal wounds instead of D3).
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Frag grenades used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Krak grenades used in the following datasheets:

Angels of Death

Space Marines are amongst the finest warriors in the Imperium.

This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Army List
Datasheets collated
Faction Rules

Bolt pistol used in the following datasheets:

HQ
Troops

and others...

– may take Bolt pistol as an option.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

The DEATHWATCH and BIKER keywords are used in the following Space Marines datasheets:


– while a FORTIS KILL TEAM unit only contains Outriders, it has the BIKER keyword and loses the INFANTRY keyword.
– while a PROTEUS KILL TEAM unit only contains Veteran Bikers, it has the BIKER keyword and loses the INFANTRY keyword.
Teleport Strike

Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.

During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Special-issue Ammunition

The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.

Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:
  • Dragonfire Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.
  • Hellfire Rounds: Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.
  • Kraken Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, add 6" to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by the Combat Doctrines ability).
  • Vengeance Rounds: Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.
Death From Above

The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.

During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Combat Squads

Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.

At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.

The KILL TEAM CASSIUS keyword is used in the following Space Marines datasheets:

The ADEPTUS ASTARTES and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit obtains the JUMP PACK keyword.
– while a INDOMITOR KILL TEAM unit only contains Inceptors, it has the JUMP PACK keyword.
– while a PROTEUS KILL TEAM unit only contains Vanguard Veterans with jump packs, it also has the JUMP PACK keyword.

The DEATHWATCH and JUMP PACK keywords are used in the following Space Marines datasheets:


– if equipped with the Jump pack this unit obtains the JUMP PACK keyword.
– while a INDOMITOR KILL TEAM unit only contains Inceptors, it has the JUMP PACK keyword.
– while a PROTEUS KILL TEAM unit only contains Vanguard Veterans with jump packs, it also has the JUMP PACK keyword.

The INDOMITOR and KILL TEAM keywords are used in the following Space Marines datasheets:

The PROTEUS and KILL TEAM keywords are used in the following Space Marines datasheets:

Flamestorm gauntlet (shooting) used in the following datasheets:

Fragstorm grenade launcher used in the following datasheets:

Dedicated Transport

Flamestorm gauntlet (melee) used in the following datasheets:

Executor bolt rifle used in the following datasheets:

Executor heavy bolter used in the following datasheets:

Heavy bolt rifle used in the following datasheets:

Hellstorm bolt rifle used in the following datasheets:

Hellstorm heavy bolter used in the following datasheets:

Mixed Unit

When faced with an array of missions to complete and varying enemies to lay low, the Deathwatch are highly adept at forming effective kill teams that mesh starkly diverse armour and equipment.

If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value.

For the purposes of the Bolter Discipline ability, performing actions, the Deathwatch teleport homer wargear, and for determining which models can embark within a TRANSPORT model, the following rules apply:
  • Deathwatch Terminator and Terminator models have the TERMINATOR keyword.
  • Veteran Biker models do not have the INFANTRY keyword and instead have the BIKER keyword.
  • Vanguard Veteran models with jump packs have the JUMP PACK keyword.
  • Inceptor models have the JUMP PACK keyword.
  • Outrider models do not have the INFANTRY keyword and instead have the BIKER keyword.
Vanguard Veterans with jump packs and Inceptors can move across terrain as if they have the FLY keyword.

Note that for the purposes of interacting with terrain features, if this unit contains at least one INFANTRY model, all models in this unit are treated as INFANTRY, even if this unit contains any BIKER models that might behave differently or have specific restrictions whilst interacting with a terrain feature.

Designer’s Note: This is a slight abstraction that means that a BIKER model in a mixed unit behaves slightly differently to BIKER models in other units, but it helps to minimise unusual and complicated effects that could come about from forcing one model from a unit to move and benefit from cover in a different way to other models from the same unit.

The KILL TEAM keyword is used in the following Space Marines datasheets:

Assault bolter used in the following datasheets:

Fast Attack

Heavy melta rifle used in the following datasheets:

Heavy Support

Melta rifle used in the following datasheets:

Heavy Support
© Vyacheslav Maltsev 2013-2021