Kill Team Nixos

A Deathwatch(Long Vigil) Kill Team with Primaris Marines, some Kitbash, and a load of Bits makes it happen. Primaris Marines and Deathwatch Bits fit perfect together. Some Operatives from the Team Portrait moved to my Angels of Death Team in Deathwatch Style, due to another kitbashing and Loadout Change they are not in this Team. Two different Watch Sergeants (one with Handflamer and Thunder Hammer and one with Power Fist and Storm Shield), three different Fighter (one with Heavy Thunderhammer, one with Lightning Claws and one with Plasma Pistol and Power Fist), one Gunner with Plasma Gun, two Heavy Gunners (one with Inferno Heavy Bolter and one with Frag Cannon), two Warriors with DW Bolter and Power Weapon, choose one Sergeant, one Fighter, one Gunner, one Heavy Gunner and two Warriors for the Team.

Kill Team Nixos

Common Abilities and Options

Astartes:
During each friendly LONG VIGIL operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon. Each friendly LONG VIGIL operative can counteract regardless of its order.

Mission Tactics:
As a STRATEGIC GAMBIT in each turning point, choose a MISSION TACTIC from those presented below. All friendly LONG VIGIL operatives gain the selected benefit. Furor Tactics: Until the end of the turning point all bolt weapons gain the Punishing special Rule. Malleus Tactics: Until the end of the turning point all bolt weapons gain the Lethal 5+ special rule. Purgatus Tactics: Until the end of the turning point all bolt weapons gain the balanced special rule.

Operatives

1. Rejif Nixos (Blood Ravens)
Watch Master
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Vigil Spear (PrcCrit1)
4
3+
3/5
Vigil Spear (Lethal 5+)
5
3+
5/7
Abilities
AstartesHeroic LeaderMission Tactics

Heroic Leader: Once per turning point, you can use a firefight ploy for 0CP if this is the specified LONG VIGIL operative (excluding Command Re-roll), or the Adaptive Tactics firefight ploy for 0CP if this operative is in the killzone and not within control range of enemy operatives.

LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, LEADER, WATCH MASTER
2. Furyon Hestai (Silver Skulls)
Deathwatch Gunner
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Plasma Gun
Standard (Prc1)
4
3+
5/6
Supercharge (Prc2, Hot)
4
3+
5/6
Fists
3
3+
3/4
Abilities
AstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, GUNNER
3. Hagensmund (Imperial Fists)
Deathwatch Heavy Gunner
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Frag Cannon
Frag (Blast 2")
4
3+
4/6
Shell (Prc1)
4
3+
5/6
Fists
3
3+
3/4
Abilities
AstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, HEAVY GUNNER
4. Arjarl Hammercall (Space Wolves)
Deathwatch Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Deathwatch Boltgun
DragonFire (Sat)
4
3+
3/4
HellFire (Rnd)
4
3+
3/4
Kraken (PrcCrit1)
4
3+
3/4
Vengeance
4
3+
4/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
AstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, WARRIOR
5. Labbiel Algentos (Dark Angels)
Deathwatch Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Deathwatch Boltgun
DragonFire (Sat)
4
3+
3/4
HellFire (Rnd)
4
3+
3/4
Kraken (PrcCrit1)
4
3+
3/4
Vengeance
4
3+
4/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
AstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, WARRIOR
6. Barbiel Constathios (Black Templars)
Deathwatch Fighter
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 6", Prc1)
4
3+
5/6
Supercharge (Rng 6", Prc2, Hot)
4
3+
5/6
Power Fist (Brutal)
5
4+
5/7
Abilities
AstartesMission Tactics*Storm Shield

*Storm Shield: If this operative is equipped with a Storm Shield, it ignores the Piercing weapon rule. Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).

LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, FIGHTER

Reserves

Rahmiel Leonalcus (White Minotaurs)
Deathwatch Sergeant
A 3
M 6"
S 3+
W 15/15
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, LEADER, DEATHWATCH VETERAN, SERGEANT
Elyrus Tigula (Nova Marines)
Deathwatch Fighter
A 3
M 6"
S 3+
W 14/14
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, FIGHTER
Lukiak Ironblade (Blades of Morkai)
Deathwatch Fighter
A 3
M 6"
S 3+
W 14/14
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, FIGHTER

Equipment

Beacon Angelis

Once per battle, at the end of the firefight phase you may remove a LONG VIGIL operative that is not within engagement range from the killzone. In the next turning point as a Strategic Gambit you then place them wholly within 6" of your drop zone and more than 6" from enemy operatives. Treat this operative as having performed a reposition action.

Vortex Bolts

Once per turning point, when a friendly LONG VIGIL operative is shooting with a bolt weapon, that weapon gains the Devastating 1 weapon rule.

Purity Seals

Once per turning point, when a friendly LONG VIGIL 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.

Auspex

Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.

Ploys

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly LONG VIGIL operatives from being injured.

Chapter Rivalries
Strategy Ploy

Whenever a friendly LONG VIGIL operative is shooting or retaliating, if it’s within 3" of another friendly LONG VIGIL operative, that first friendly operative’s ranged weapons have the Severe weapon rule.

Sanction of the Black Vault
Strategy Ploy

Once per game, use at the start of any turning point. You may exchange one equipment for another so long as they are not limited and have been used. If either equipment is deployed, as long as no other enemy operatives are within 3", you may remove it from the battlefield and then deploy the new pieces of equipment more than 3" from enemy operatives. You must also follow any other placement rules for that equipment.

Targeting Scramblers
Strategy Ploy

Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly LONG VIGIL operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.

Adaptive Tactics
Firefight Ploy

Use this firefight ploy during a friendly LONG VIGIL operative's activation, before or after it performs an action. You may change the MISSION TACTIC you selected.

Ever Vigilant
Firefight Ploy

Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.

Atonement Through Honor
Firefight Ploy

Use this firefight ploy when a ready friendly LONG VIGIL operative is incapacitated, if it is not within control range of enemy operatives. Before it is removed from the killzone, it can immediately perform one free action. Unless otherwise specified, the operative would be injured for this.

Transhuman Physiology
Firefight Ploy

Use this firefight ploy when an operative is shooting a friendly LONG VIGIL operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.