Battle Mode

Spectrus Kill Team

Models
M
T
SV
W
LD
OC
Kill Team Infiltrator with Deathwatch occulus bolt carbine Kill Team Infiltrators with bolt sniper rifles: 40mm Other models: 32mm
6"
4
3+
2
6+
1
Kill Team Infiltrator with bolt sniper rifle Kill Team Infiltrators with bolt sniper rifles: 40mm Other models: 32mm
6"
4
3+
2
6+
1
Kill Team Infiltrator Kill Team Infiltrators with bolt sniper rifles: 40mm Other models: 32mm
6"
4
3+
2
6+
1
Kill Team Infiltrator with combat knife Kill Team Infiltrators with bolt sniper rifles: 40mm Other models: 32mm
6"
4
3+
2
6+
1
Ranged weapons
RNG
A
BS
S
AP
D
Bolt pistol
Pistol
12"
1
3+
4
0
1
Instigator Bolt Carbine
Heavy
24"
1
3+
4
-2
2
Bolt sniper rifle
Heavy
Precision
36"
1
3+
5
-2
3
Deathwatch marksman bolt carbine
Heavy
Lethal Hits
24"
2
3+
5
-1
1
Melee weapons
RNG
A
WS
S
AP
D
Close combat weapon
Melee
3
3+
4
0
1
Keywords
Grenades
Imperium
Infantry
Kill Team
Phobos
Smoke
Spectrus Kill Team
Wargear
Helix Gauntlet

Models in the bearer’s unit have the Feel No Pain 6+ ability.

Instigator Bolt Carbine

In your Shooting phase, after the bearer’s unit has shot, the bearer’s unit can make a Normal move. If it does, until the end of the turn, the bearer’s unit is not eligible to declare a charge.

Core abilities
Infiltrators
Scouts 6"
Faction abilities
Mission Tactics
Oath of Moment
Unit abilities
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.

Attached Unit

If a CHARACTER from your army with the Leader ability can be attached to an INFILTRATOR SQUAD, it can be attached to this unit instead.

If this unit has a Leader unit attached to it during the Declare Battle Formations step, that Leader unit gains the Infiltrators and Scouts 6" abilities.