Deathwatch Kill Team: 5 elite Space Marine operatives with unmatched flexibility. Veteran Astartes lets them double-shoot or double-fight each activation, while Special Issue Ammunition adapts weapons on the fly. They're tough (3+ saves, 13-18 wounds) and can be built for shooting (Gunner, Marksman) or melee (Blademaster, Demolisher). Unique ploys like Mission Tactics and Advanced Auspex Scan make them adaptable specialists who dominate any battlefield!
Core Abilities
Faction Rules
- Special Issue Ammunition: Once per turn, add a weapon rule to ranged weapons during a shoot action.
- Veteran Astartes: Operatives can perform two shoot or fight actions per activation, with counteraction bonuses.
Strategic Ploys
- Mission Tactics: Balanced weapon rule against selected order
- The Shield That Slays: Reduce damage from Normal Dmg 4+ by 1
- The Long Vigil: Reroll one defence dice in territory
- And They Shall Know No Fear: Ignore stat changes from being injured
Firefight Ploys
- Suffer Not the Alien: re-roll attack dice against non-CHAOS/IMPERIUM
- Advanced Auspex Scan: ranged weapons gain Saturate, ignore obscurement
- Auspicator Tracking: change order when counteracting
- Transhuman Physiology: retain normal success as critical success
Equipment
- Digital Weapons: Once per turning point, inflict 1 damage in Fight action
- Sanctus-V Biocryer Cuffs: Once per activation, regain D3 wounds, fix APL, or remove tokens
- Scrutavore Servo-Thrall: Once per turning point, mission action costs 1 less AP
- Ammunition Reserve: Once per battle, use Special Issue Ammunition twice in a turning point