You are on page 1of 1

KILL TEAM SPECIALISTS 

exception of weapons that would otherwise fire 1 shot


(e.g. an Assault 2 weapon would fire 3 shots, but a
Level 1 Tactics and Abilities  Rapid Fire 1 weapon at long range would fire 1 shot) in
this Shooting phase.

LEADER 
MEDIC 
Resourceful:​ As long as this model is on the battlefield
and not shaken, you gain an additional Command Point Reassuring: ​This model is never treated as being
at the beginning of the battle round. shaken when taking Nerve tests for other models in your
kill team.
LEAD BY EXAMPLE - 1 CP: ​Use this Tactic when you
pick a Leader from your kill team to fight in the Fight STIMM-SHOT - 1 CP: ​Use this Tactic at the start of the
phase. Choose another friendly model within 3" of them Movement phase. Pick a model from your kill team
that is eligible to fight. You can fight with each of these within 2" of a friendly Medic specialist that is not shaken.
models, in an order of your choice, before the next You can add 1 to Advance rolls and charge rolls for that
player’s turn. model, and add 1 to that model’s Attacks characteristic
until the end of the battle round.

COMBAT 
SCOUT 
Expert Fighter:​ Add 1 to this model’s Attacks
characteristic. Swift: ​You can re-roll Advance rolls for this model.

UP AND AT ’EM! - 1 CP: ​Use this Tactic in the Fight QUICK MARCH - 1 CP:​ Use this Tactic when you pick a
phase, after attacking with a model from your kill team. Scout specialist from your kill team to move in the
Pick a Combat specialist from your kill team that has not Movement phase. You can either increase the model’s
yet attacked this phase: you can immediately fight with Move characteristic by 2" this phase or you can re-roll
them. the dice when this model Advances in this phase.

COMMS  SNIPER 
Scanner:​ Once per Shooting phase, when you pick a Marksman:​ You can re-roll hit rolls of 1 for this model
model from your kill team to shoot that is within 6" of this when it makes a shooting attack.
model, if this model is not shaken, you can add 1 to hit
rolls for that model in this phase. CAREFUL AIM - 1 CP:​ Use this Tactic when you
choose a Sniper specialist from your kill team to shoot in
ROUSING TRANSMISSION - 1 CP: ​Use this Tactic in the Shooting phase. You can add 1 to hit rolls for that
the Morale phase before taking any Nerve tests. Until model until the end of the phase.
the end of the phase you can subtract 1 from Nerve
tests for models from your kill team as though the
Comms specialist was within 2" of them. VETERAN 
Grizzled: ​This model ignores penalties to its Leadership
characteristic and Nerve tests.
DEMOLITIONS 
Breacher​: You can add 1 to this model’s wound rolls ADAPTIVE TACTICS - 1 CP: ​Use this Tactic at the start
against targets that are obscured. of the first battle round, but before the Initiative phase.
Pick a Veteran specialist from your kill team. They can
CUSTOM AMMO - 1 CP: ​Level 1 Demolitions Tactic make a normal move or Advance. You can only use this
Use this Tactic when you pick a Demolitions specialist Tactic once per battle.
from your kill team to shoot in the Shooting phase. You
can add 1 to wound rolls for that model’s ranged
weapons in this phase. ZEALOT 
Frenzied:​ You can add 1 to this model’s Attacks and
Strength characteristics in a battle round in which they
HEAVY  charged.
Relentless​: This model does not suffer the -1 penalty for
shooting with a Heavy weapon after moving in the KILLING FRENZY - 1 CP: ​Use this Tactic when you
preceding Movement phase, or for shooting an Assault pick a Zealot specialist from your kill team to fight in the
weapon after Advancing. Fight phase. Until the end of the phase, each time you
make a hit roll of 6+ for that model you can make an
MORE BULLETS - 1 CP: ​Use this Tactic when you pick additional attack with the same weapon against the
a Heavy specialist from your kill team to shoot in the same target. These attacks cannot themselves generate
Shooting phase. You can add 1 to the number of shots any further attacks.
fired by that model’s ranged weapons, with the

You might also like