Primus Kill team
Composition
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PRIMUS KILL TEAM composed of:
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6 PRIMUS KILL TEAM operatives selected on the following list:
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BLACK SHIELD SQUAD LEADER TITUS equipped with one of the following options:
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Relic bolt pistol;Relic Chaindsword*
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Artifex Pattern Bolter; Relic Chainsword*
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BROTHER BEREN /CRUSADER equipped with:
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Artifex Pattern Bolter; Power Sword; Bolt Pistol*
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BROTHER ULFAR / SLAYER equipped with:
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Boltgun; Power Axe*
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BROTHER DARIUS /SHARPSHOOTER equipped with:
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Stalker Pattern Bolt Rifle; Bolt Pistol*
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BROTHER SAGHARI /RECON equipped with:
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Artifex Pattern Bolter; Bolt Pistol*
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BROTHER KELSTROS /WARRIOR equipped with:
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Artifex Pattern bolter; Bolt Pistol*
Your kill team can include each operative on this list once or more. Select one operative in your kill team to have the "LEADER" keyword...
*You cannot select this option more than once
Common Abilities and Options
COMBAT TACTICS:
When start the battle, select one COMBAT TACTIC for friendly PRIMUS KILL TEAM operatives to gain for the battle.
- 1.FUROR TACTICS
- This operative's melee weapons have the Rending weapon rule.
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- PURGATUS TACTICS
- Whenever this operative is fighting the first time you strike during that sequence, you can inmediately resolve another of your successes as a strike (before your opponent)
- 3.VENATOR TACTICS
- Whenever this operative is shooting during an activation in which it hasn't performed the Charge, Fall Back or Reposition action, its Bolt weapons have the Accurate 1 and Severe weapon rules
VETERAN ASTARTES:
During each friendly KILL TEAM PRIMUS operative’s activation, it can perform either two Shoot actions or two Fight actions.
Each friendly KILL TEAM PRIMUS operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.
BROTHER TITUS SQUAD LEADER
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Relic bolt pistol (Piercing Crits 1) | 4 | 3+ | 3/5 |
| Relic Chainsword (Lethal 5+) | 5 | 3+ | 4/5 |
| Artifex Pattern Bolter (Rending) | 4 | 3+ | 3/4 |
Abilities
AGRESSIVE WARRIORCOMBAT TACTICSSTRATEGIC COMMANDVETERAN ASTARTESBROTHER BEREN
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Artifex Pattern Bolter (Rending) | 4 | 3+ | 3/4 |
| Power Sword (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
COMBAT TACTICSETERNAL CRUSADEVETERAN ASTARTESBROTHER ULFAR
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun (-) | 4 | 3+ | 3/4 |
| Fenrisian Axe (Punishing, Brutal) | 5 | 3+ | 4/5 |
Abilities
COMBAT TACTICSFENRIS HJØLDAFENRISIAN HUNTERVETERAN ASTARTESBROTHER DARIUS
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| STALKER PATTERN BOLT RIFLE | |||
| STATIONARY (Heavy (Dash Only), Silent, Devastating wounds 3) | 4 | 2+ | 3/3 |
| MOBILE (Piercing Crits 1) | 4 | 3+ | 3/4 |
| Bolt pistol (Range 8") | 4 | 3+ | 3/4 |
| Fists (-) | 4 | 3+ | 3/4 |
Abilities
COMBAT TACTICSGRIM RESOLVEHAWK-EYE SHOOTERVETERAN ASTARTESBROTHER SAGHARI
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Artifex Pattern Bolter (Rending) | 4 | 3+ | 3/4 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Fists (-) | 4 | 3+ | 3/4 |
Abilities
1AP: ADVANCED AUSPICATOR LENSECOMBAT TACTICSSWIFT HAS THE WINDVETERAN ASTARTESBROTHER KELSTROS
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Artifex Pattern Bolter (Rending) | 4 | 3+ | 3/4 |
| Bolt Pistol (Range 8") | 4 | 3+ | 3/4 |
| Fists (-) | 4 | 3+ | 3/4 |
Abilities
BLACK RAGECOMBAT TACTICSVETERAN ASTARTESCOMBAT KNIVES
Friendly PRIMUS KILL TEAM operatives have the following melee weapon for the battle:
| ATK| HIT| DMG | Combat knives | 5 | 3+ 3/4
BIOSCRYER CUFFS
Once during each friendly KILL TEAM PRIMUS operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:
Remove any changes to that friendly operative’s APL stat. Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.
SPECIAL ISSUE AMMUNITION
Once per turning point you can salect one of this type of ammunition for PRIMUS KILL TEAM friendly operatives
- KRAKEN ROUNDS
- Ceaseless
- HELLFIRE ROUNDS
- Piercing 1
- DRAGONFIRE ROUNDS
- Blast 1"
PURITY SEALS
Once per turning point, when a friendly PRIMUS KILL TEAM operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: DEATH TO THE ALIEN
Use this firefight ploy when a friendly PRIMUS KILL TEAM operative is shooting to an enemy operative with the keyword: TYRANIDS, AELDARI, ORKS, VOTAAN, NECRON or T'AU EMPIRE, the ranged weapons of the friendly operative have Piercing 1 and Balanced.
Firefight: TRANSHUMAN PHISIOLOGY
Use this firefight ploy when an operative is shooting a friendly PRIMUS KILL TEAM operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: AUSPICATOR LENSE
When a PRIMUS KILL TEAM operative is shooting against an obscured enemy operative you can use this ploy to ignore obscure (take precedence all over rules)
Firefight: BRUTAL ASSAULT
Use this firefight ploy when a friendly PRIMUS KILL TEAM operative is performing the **charge **action at the start of the Resolve Attack Dice step. Until the end of that action:
Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Strategy Ploys
Strategy: ADAPTIVE TACTICS
Use this ploy to change the Tactics with one friendly operative.
Strategy: ATONEMENT THROUGH HONOUR
Whenever an operative end's a charge move, the melee weapons have ceaseless
Strategy: OVERKILL
Whenever a deathwatch operative shoot in counteract their ranged weapons have lethal 5+
Strategy: AND THEY SHALL KNOW NO FEAR
You can ignore any changers to the stats of friendly PRIMUS KILL TEAM operatives from being injured (including their weapon's stats)
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
COMBAT KNIVES:
Friendly PRIMUS KILL TEAM operatives have the following melee weapon for the battle:
| ATK| HIT| DMG | Combat knives | 5 | 3+ 3/4
BIOSCRYER CUFFS:
Once during each friendly KILL TEAM PRIMUS operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:
Remove any changes to that friendly operative’s APL stat. Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.
SPECIAL ISSUE AMMUNITION:
Once per turning point you can salect one of this type of ammunition for PRIMUS KILL TEAM friendly operatives
- KRAKEN ROUNDS
- Ceaseless
- HELLFIRE ROUNDS
- Piercing 1
- DRAGONFIRE ROUNDS
- Blast 1"
PURITY SEALS:
Once per turning point, when a friendly PRIMUS KILL TEAM operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
Ploys
Firefight - DEATH TO THE ALIEN:
Use this firefight ploy when a friendly PRIMUS KILL TEAM operative is shooting to an enemy operative with the keyword: TYRANIDS, AELDARI, ORKS, VOTAAN, NECRON or T'AU EMPIRE, the ranged weapons of the friendly operative have Piercing 1 and Balanced.
Firefight - TRANSHUMAN PHISIOLOGY:
Use this firefight ploy when an operative is shooting a friendly PRIMUS KILL TEAM operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - AUSPICATOR LENSE:
When a PRIMUS KILL TEAM operative is shooting against an obscured enemy operative you can use this ploy to ignore obscure (take precedence all over rules)
Firefight - BRUTAL ASSAULT:
Use this firefight ploy when a friendly PRIMUS KILL TEAM operative is performing the **charge **action at the start of the Resolve Attack Dice step. Until the end of that action:
Its melee weapon has the Shock weapon rule. The first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).
Strategic - ADAPTIVE TACTICS:
Use this ploy to change the Tactics with one friendly operative.
Strategic - ATONEMENT THROUGH HONOUR:
Whenever an operative end's a charge move, the melee weapons have ceaseless
Strategic - OVERKILL:
Whenever a deathwatch operative shoot in counteract their ranged weapons have lethal 5+
Strategic - AND THEY SHALL KNOW NO FEAR:
You can ignore any changers to the stats of friendly PRIMUS KILL TEAM operatives from being injured (including their weapon's stats)
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.