Scribd is the world's largest social reading and publishing site Download Kill Team Elites Type: PDF Date: May Size: MB Author: akuaku This document was uploaded by user and they confirmed that they have the permission to share it. Download This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report to us Feb 3, · The Kill Team: Elites expansion includes the following contents: 67 new datasheet introducing a host of new Commanders and special operatives, ranging from Space Marines Dec 2, · kill team elites pdf download free December 02, Post a Comment If you want to open a PDF document these days, the first solution that comes to mind is the web ... read more
If you like Sci Fi team up futuristic stories, Warhammer 40, Kill Team: Elites is a must for you that will not only give you a detailed view of lethal destructive wepons and team work, but also an experience that will always remain in your unconscious. You can download the free ebook from below:. Save my name, email, and website in this browser for the next time I comment. Sign in. Password recovery. Recover your password. Forgot your password? Assassination, sabotage, couriering vital messages through active war zones — these and hundreds of similar missions fall to the kill teams.
However, when the stakes are highest and the objectives are most crucial, those teams will comprise the most elite specialists that the warlords of the Warhammer 40, galaxy can deploy. Highly trained stealth agents drive deep into enemy territory, veiled by technology or sorcery. ULTHWÉ: FORESIGHT OF THE DAMNED BIEL-TAN:SWORDWIND All Aeldari are psychicallyattuned, but none more so than those of Ulthwé. Perhaps tainted by their long proximity to the Eye of Terror, their intuition borders well into prescience. Biel-Tan warhosts are famed for the indomitable spirit of their Aspect Warriors, as well as for the prodigious storms of shuriken fire they unleash upon the foe. SAIM-HANN: WILD HOST Each member of a Saim-Hann Wild Host longs to be the first into the fight, the one to win all the glory;nothing stands between them and their quarry. Add 1 to the Leadership characteristic of ASPECT WARRIORS in your kill team.
In addition, you can re-roll hit rolls of 1 for shuriken weapons used by models in your kill team. shuriken pistol, Avenger shuriken catapult etc. IYANDEN:STOIC ENDURANCE The tenacity of those from Iyanden is the stuff of legends. Their craftworld has suffered much, yet the spirits of both its living and dead remain unbowed. If your kill team is drawn from a Kabal, Wych Cult or Haemonculus Coven that does not have an associated Drukhari Obsession, choose a Drukhari Obsession for the appropriate type of Sub-faction from those listed below that best describes its character and fighting style.
Wyches and Succubi gain the WYCH CULT keyword. Note, however, that these models can never themselves benefit from a Drukhari Obsession. There is no place for frailties amongst the Cult of the Cursed Blade, for they teach that weakness exists only to be exploited by the strong. Models in your kill team treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain from their Power From Pain ability see the Kill Team Core Manual. Models in your kill team that do not have the Power From Pain ability instead gain the Inured to Suffering bonus see Power From Pain in the Kill Team Core Manual. Models in your kill team do not suffer the penalties to hit rolls for the target of their attacks being obscured or because of intervening terrain.
Re-roll wound rolls of 1 made for melee weapons and poisoned weapons used by models in your kill team. For the purposes of this obsession, a poisoned weapon is any weapon that wounds on a particular roll e. Increase the Strength characteristic of models from in your kill team by 1. In addition, when you take a Nerve test for a model in your kill team, subtract 1 from the result. CULT OF THE RED GRIEF: SPEED OF THE KILL Wyches of the Cult of the Red Grief revel in high-speed murder, and there is fiercecompetition amongst their ranks as to who can butcher their victims the quickest.
COVEN OF TWELVE: BUTCHERS OF FLESH The practice of internecine assassinations that exists amongst the Coven of Twelve ensures that weapons and wits are kept razor-sharp at all times, and only those members who are master flesh-carverssurvive long. Improve the Armour Penetration characteristic of all melee weapons used by a model in your kill team by 1. For example, an Armour Penetration characteristic of 0 becomes -1, an Armour Penetration characteristic of -1 becomes -2, and so on. MIDNIGHT SORROW: THE ART OF DEATH The warrior acrobats of the Midnight Sorrow move with exceptional purpose and singular dedication upon the field of battle. Models in your kill team can move an additional D6" when they Fall Back.
In addition, they can consolidate up to 6". VEILED PATH: RIDDLE-SMITHS Harlequins of the Masque of the Veiled Path are tricksters without peer, and to meet them in battle is to encounter hallucination and misdirection from every quarter. At the start of each Fight phase roll two dice and discard the highest result. Until the end of the phase, each time an opponent targets a model in your kill team and makes a hit roll that, before modifiers, exactly matches your dice result, that hit roll fails. Models in your kill team treat all Pistol weapons they are equipped with as Assault 1 weapons during a battle round in which they Advanced. When you take a Nerve test for a model in your kill team, subtract 1 from the result.
Subtract 1 from the Leadership characteristic of enemy models while they are within 3" of any models in your kill team. In addition, whenever an opponent takes a Nerve test for a model that is within 3" of any models in your kill team, they must roll two dice and discard the lowest result. Dynastic Codes DYNASTIC CODES The Sub-factions for models with the NECRONS Faction keyword are called dynasties, and their Sub-faction abilities are called Dynastic Codes. DYNASTIC AGENTS Triarch Praetorians cannot be drawn from a dynasty, but can be included in a Necrons kill team without preventing other models in that kill team from gaining a Dynastic Code.
Note, however, that Triarch Praetorians can never themselves benefit from a Dynastic Code. These disdainful conquerorswill stop at nothing to retake their ancient domain, obliterating any who dare defy them in a storm of death and destruction. Models in your kill team can shoot ranged weapons as if they were Assault weapons in the Shooting phase of a battle round in which they Advanced e. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleansesthe stain of the lesserracesfrom their rightful lands. This rare and wondrous alloy allows them to transform into beams of pure light in order to teleport acrossopen ground and even phase through solid matter.
In addition, if a model in your kill team Advances, it can move across models and terrain as if they were not there. MEPHRIT: SOLARFURY The Mephrit have harnessed the power of captive suns to power their weapons. This raging solar energy can sear through even the thickest armour with ease. NOVOKH: AWAKENED BY MURDER The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. You can re-roll failed hit rolls in the Fight phase for attacks made by a model in your kill team if it charged, was charged or made a pile-in move granted by the Heroic Intervention Commander Tactic in that battle round. GUNZ FOR HIRE FLASH GITZ can be included in an Ork kill team without preventing other models in that kill team from gaining a Clan Kultur. Note, however, that FLASH GITZ can never themselves benefit from any Clan Kultur unless every model in that kill team other than GRETCHIN — see Grots, below is drawn from the Freebooterz.
GROTS GRETCHIN cannot be drawn from a clan, but can be included in an Orks kill team without preventing other models in that kill team from gaining a Clan Kultur. Note, however, that GRETCHIN can never themselves benefit from any Clan Kultur. Once they get stuck into hand-to-hand combat, the Goffs quickly overwhelm their enemies by dint of sheer violent ferocity. Each time you make an unmodified hit roll of 6 for an attack with a melee weapon made by a model in your kill team, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. BAD MOONS: ARMED TO DA TEEF Bad Moons are ostentatious show-offs, whose predilection for toting the biggest,loudest and shiniest shootas means that they can typically lay down a storm of dakka that eclipsesthe firepower of any other clan.
Re-roll hit rolls of 1 for attacks made by models in your kill team in the Shooting phase. Bizarrely, the practice actually seems to work. In addition, you can re-roll a single failed hit roll and a single failed wound roll in each phase, as long as the attack was made by a model in your kill team. On a 6 the wound is not lost. Models in your kill team are considered to be obscured to enemy models that target them if they are more than 18" away from those models. In addition, models in your kill team can shoot even if they Fell Back in the same battle round. These mercenary loot-hounds are just that bit more mean-spirited, vicious and sneaky, and substantially more competitive than their fellow greenskins. Add 1 to hit rolls for attacks made by models in your kill team for each other model in your kill team that has taken an enemy model out of action with an attack in this phase.
Note, however, that KROOT models can never themselves benefit from any Sept Tenet. When a model in your kill team uses their For the Greater Good ability, or when they fire Overwatch whilst they are within 6" of a friendly model, they successfully hit on a roll of 5 or 6. They utilise adaptive camouflage fields to elude and disorient their foes. If a model in your kill team does not move in the Movement phase, for the remainder of the battle round it is considered to be obscured to enemy models that target it. In addition, you can re-roll hit rolls of 1 for shooting attacks made by models in your kill team.
Its warriors are experts in the deadly art of engagingthe enemy in closeconfines. Re-roll hit and wound rolls of 1 for shooting attacks made by models in your kill team that target an enemy model that is within 6" of the firing model. If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. Models in your kill team other than models that can FLY are considered to be obscured to enemy models that target them.
If the model Advances or charges, however, it loses this benefit until the end of the battle round. Driven by a frenzied hunger, Hive Fleet Behemoth unleashes the full might of its swarms in an overwhelming frontal assault. KRAKEN:QUESTING TENDRILS The Kraken harries and unbalances its foes with lightning-fast flanking attacks, before encirclingthem for the final, bloody massacre. When a model in your kill team Advances, roll three D6 instead of one and pick the highest to add to the Move characteristic of that model for that Movement phase. Roll a D6 each time a model in your kill team loses a wound whilst it is within 6" of a friendly SYNAPSE model. In addition, models in your kill team that are within 6" of a friendly SYNAPSE model do not suffer the penalty to their hit rolls from one flesh wound they have suffered. You can re-roll hit rolls in the Fight phase for attacks made by models in your kill team that target an enemy model that is within 1" of another model in from your kill team.
KRONOS: BIO-BARRAGE Hive Fleet Kronos obliterates its foes at range by unleashing devastating barragesof bio-plasma and living missiles. if all models in your kill team are drawn from the Cult of the Four-armed Emperor, those models gain the Subterranean Ambushers Cult Creed, and you can use Cult of the Four-armed Emperor Tactics. However, their presence in your kill team does not prevent you using a Cult Creed, as long as the models in the kill team that can be drawn from a cult are all drawn from the same cult. It specialisesin launching surprise assaults from the subterranean realms of the Imperium. Add 1 to Cult Ambush rolls made for models in your kill team. It values firepower highly, and knows how best to use it. In addition, models in your kill team do not suffer the penalty to their hit rolls for moving and shooting Heavy weapons. THE PAUPER PRINCES: DEVOTED ZEALOTS The frothing fanatics of the Pauper Princes believe that martyrdom is the finest of acts.
They fight with a religiousfrenzy when their fellows are threatened. In addition, when a model in your kill team Advances add an additional 2" to the distance it can move. The scruffy and weather-beaten appearance of these nihilists beliesa hidden stamina. Their ranks include numerous brotherhoods of highly skilled warriors perfectly suited to such operations. These Space Marines are post-human champions one and all, formed into Chapters of a thousand heroic warriors apiece. Each Space Marine Chapter is a self-contained army capable of conquering entire worlds, supported by its own armouries, vehicles and spacecraft and boasting its own formidable warrior culture. What the Space Marines lack in numbers, they more than make up for in sheer martial might.
Every Space Marine is a genetically enhanced super soldier whose speed, strength, resilience, intelligence, courage and combat capabilities are nothing short of breathtaking. They are psycho-indoctrinated and rigorously trained to face the most terrifying or seemingly impossible strategic challenges. They are armed and equipped with the finest wargear the Imperium can provide. Space Marines can live for centuries, providing they are not slain in battle. Their veteran warriors accrue an incredible wealth of experience from their lives of constant war. Squads of Sternguard and Vanguard Veterans are often deployed in kill teams where their martial wisdom and peerless ability can make the difference between victory and defeat.
Sternguard Veterans are superlative marksmen whose skill with a wide variety of ranged weapons makes short work of even the toughest targets. By comparison, Vanguard Veterans are masterful assault specialists. They often use jump packs to bound across the battlefield in rocket-assisted leaps, and take the fight to the foe with crackling power fists and roaring chainswords. Effectively transformed into walking tanks, these warriors can teleport into battle, shrug off firepower that would devastate entire squads of lesser warriors, and unleash weaponry that would seem more at home on a mechanised combat walker. Whether bolstering existing Chapters or forming entirely new ones, their heightened physical capabilities and specialised wargear have afforded the Space Marines a number of new strategic options that have rendered them more versatile and deadly than ever.
The Primaris battle-brothers of the Vanguard detachments are clad in sleek Phobos-pattern armour and wield formidable weaponry. They specialise in dismantling the enemy war machine, slaying highprofile targets, spreading terror and sabotaging communications and supply lines with impunity. Adeptus Astartes Kill Teams ADEPTUS ASTARTES KILL TEAMS If every model in your kill team has the ADEPTUS ASTARTES Faction keyword, you can use Adeptus Astartes Tactics. Use this Tactic at the end of the Movement phase. Choose up to three JUMP PACK models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
Use this Tactic at the beginning of the Shooting phase. That model cannot make shooting attacks in this phase, but until the end of the phase all models within 3" of it are considered to be obscured to models that target them with shooting attacks. Use this Tactic when one of your models is taken out of action. That model suffers a flesh wound instead. WEAPON RANGE Master-crafted instigator bolt carbine A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. And They Shall Know No Fear: You can re-roll failed Nerve tests for this model. Camo Cloak: When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone. Omni-scrambler: Enemy models that are set up on the battlefield from Reserve cannot be set up within 7" of this model. That model gains the following aura ability until the end of the battle round: As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model. Let none leave here alive. WEAPON RANGE Master-crafted occulus bolt carbine Add 1 to hit rolls for this weapon when targeting a model that is obscured. Grav-chute: This model never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
That model gains the following aura ability until the end of the battle round: As long as this model is not shaken, you can re-roll wound rolls of 1 for friendly models within 6" of this model. PSYKER Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12". This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Obscuration discipline see below. Do so before each battle. D3 RESULT 1 SHROUDING 3 The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows. Shrouding has a warp charge value of 6.
If manifested, select a friendly ADEPTUS ASTARTES PHOBOS model within 8" of the psyker. Until the start of the next Psychic phase, enemy models can only shoot this model if it is the closest target that is visible to them. Paranoia, confusion and panic reign under such a psychic assault. Hallucination has a warp charge value of 7. If manifested, select an enemy model within 12" of and visible to the psyker. Mind Raid has a warp charge value of 6. If manifested, select an enemy model within 18" of and visibleto the psyker. That model suffersa mortal wound. If your kill team is Battle-forged, and the model you chose was a Leader or a COMMANDER, you gain 1 Command Point. Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12". It knows the Psybolt psychic power as well as two psychic powers generated from the Librarius discipline see Kill Team: Commanders.
WARGEAR OPTIONS ABILITIES TYPE And They Shall Know No Fear: You can re-roll failed Nerve tests for this model. That model gains the following aura ability until the end of the battle round: As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model. One Infiltrator in your kill team can be an Infiltrator Helix Adept, and one Infiltrator in your kill team can be an Infiltrator Sergeant. And They Shall Know No Fear: You can re-roll failed Concealed Position: When you set this model up ABILITIES Nerve tests for this model. during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy Transhuman Physiology: Ignore the penalty to this deployment zone.
One Suppressor in your kill team can be a Suppressor Sergeant. And They Shall Know No Fear: You can re-roll failed Grav-chute: This model never suffers falling damage, ABILITIES Nerve tests for this model. and never falls on another model. If it would, instead place this model as close as possible to the point where Transhuman Physiology: Ignore the penalty to this it would have landed. enemy model. One Eliminator in your kill team can be an Eliminator Sergeant. And They Shall Know No Fear: You can re-roll failed Camo Cloak: When an opponent makes a hit roll ABILITIES Nerve tests for this model.
for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional Transhuman Physiology: Ignore the penalty to this -1 modifier. Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Sergeant. A Terminator Sergeant is armed with a power sword and storm bolter. And They Shall Know No Fear: You can re-roll failed Crux Terminatus or Storm Shield: This model has a ABILITIES Nerve tests for this model. A Sternguard Veteran is armed with a special issue boltgun, bolt pistol, frag grenades and krak grenades.
A Vanguard Veteran or Company Veteran is instead armed with a chainsword, bolt pistol, frag grenades and krak grenades. Up to two Sternguard Veterans in your kill team can be Sternguard Gunners, and one Sternguard Veteran in your kill team can be a Sternguard Sergeant. One Vanguard Veteran in your kill team can be a Vanguard Sergeant. One Company Veteran in your kill team can be a Veteran Sergeant. If they are, their Move characteristic is increased to 12" and they gain the JUMP PACK and FLY keywords. And They Shall Know No Fear: You can re-roll failed Auspex: At the start of the Shooting phase, you can ABILITIES Nerve tests for this model. choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit Transhuman Physiology: Ignore the penalty to this or Injury rolls due to their target being obscured.
In addition, when attacking with this weapon, choose one of the profiles below. Add 2 to hit rolls made for this weapon. In addition, this weapon can target models that are not visible to the bearer. If the target is within half range of this weapon, roll two dice 6" Pistol 1 8 -4 D6 when inflicting damage with it and discard the lowest result. If the target is within half range of this weapon, roll two dice 8 -4 D6 24" Heavy 1 when inflicting damage with it and discard the lowest result. When attacking with this weapon, choose one of the profiles below. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them. When attacking with this weapon, you must subtract 1 from the hit roll.
Tyranid Warrior. TACTICAL PRIORITY Deathwatch Tactic Use this Tactic at the start of any battle round after the first. When you do, choose a datasheet. Kraken bolt Vengeance round Add 3" to the range of this weapon if it is a Pistol — or 6" otherwise — and improve the AP of the attack by 1 e. an AP of 0 becomes -1 , to a maximum AP of Subtract 3" from the range of this weapon if it is a Pistol — or 6" otherwise — and improve the AP of the attack by 2 e. an AP of 0 becomes -2 , to a maximum AP of A secret Chapter of Adeptus Astartes warriors operating from a hidden stronghold on the moon of Titan, these unsung heroes have prevented the Imperium from succumbing to a Daemon apocalypse time and time again.
Even amongst the ranks of the Adeptus Astartes, the Grey Knights are truly remarkable. Unlike their estranged brothers in the other Space Marine Chapters, the Grey Knights are kept secret from the wider Imperium and hidden from the prying eyes of its many foes. In the first instance, this is because — were the wider peoples of the Imperium to learn the true horror of the enemies that the Grey Knights face — madness and terror would spread like wildfire. Beyond the normal range of genetic enhancements and advanced weaponry possessed by all Space Marines, the Grey Knights are rendered even more deadly by the fact that every single one of them is a potent psyker. Squads of Grey Knights Terminators stride into battle clad in nighimpregnable suits of blessed Terminator armour. Able to shrug off direct hits from tank-busting weaponry and stride heedless through screaming artillery bombardments, Grey Knights Terminators advance with the inexorable determination of death itself.
Their storm bolters, psycannons and incinerators sweep away rank upon rank of enemies, before their crackling Nemesis force weapons make short work at close-quarters of those few who survive. Even more powerful are the Paladins of the Grey Knights, those warriors who have completed great quests in order to prove themselves paragons of combat and mental fortitude. Be it seething tides of Daemons or the irrevocably corrupt and seemingly unstoppable warriors of the Heretic Astartes, the Paladins scythe through them with sweeping blows from their sanctified blades and devastating blasts of psychic force. Grey Knights Librarians and Brother-Captains are unstoppable and frighteningly determined warriors. Possessed of towering psychic might, they wield weapons whose worth can be measured in worlds and wear gleaming Terminator plate inscribed with complex canticles of warding.
No danger is too terrible, no enemy too gruesome or sanity-blasting for them to lay low. Even a single such combatant is the equal of countless lesser enemies, but when they lead a kill team of elite Grey Knights into battle, they are truly unstoppable. Grey Knights Kill Teams GREY KNIGHTS KILL TEAMS If every model in your kill team has the GREY KNIGHTS Faction keyword, models in your kill team gain the Brotherhood of Psykers ability below, and you can use Grey Knights Tactics. Brotherhood of Psykers: When it is your turn to choose a PSYKER from your kill team to attempt to manifest psychic powers in this phase, you can choose up to two models from your kill team to do so. In addition, you can add 1 to Psychic tests and Deny the Witch tests for models in your kill team.
TELEPORT STRIKE Grey Knights Tactic Use this Tactic at the end of the Movement phase. And They Shall Know No Fear, Daemon Hunters, Rites of Banishment, Transhuman Physiology see opposite , Crux Terminatus pg 48 PSYKER Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12". This model can attempt to manifest two psychic powers and deny two psychic powers in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Sanctic discipline see below. D3 RESULT 1 GATE OF INFINITY Sanctuary has a warp charge value of 6. If manifested, pick a GREY KNIGHTS model within 8" of the psyker.
The psyker punches a corridor through the roiling immaterium, allowing him to cross great distances in the blink of an eye. Gate of Infinity has a warp charge value of 6. If manifested, pick a friendly model within 8" of the psyker. Remove that model from the battlefield and immediately set it up anywhere on the battlefield that is more than 5" from any enemy models. The model is not considered to have charged or been charged in the next Fight phase. Hammerhand has a warp charge value of 5. If manifested, pick a friendly model within 12" of the psyker. Daemon Hunters: If this model attacks any DAEMONS in the Fight phase, you can re-roll failed wound rolls for those attacks. Rites of Banishment: When this model manifests the Psybolt psychic power it has a range of 12". This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as the Hammerhand psychic power see opposite.
That model gains the following aura ability until the end of the battle round: As long as this model is not shaken, the Psybolt psychic power affects the closest enemy model within 36" rather than 12" or 18" of and visible to the psyker when manifested by friendly models within 6" of this model. Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Justicar. And They Shall Know No Fear: You can re-roll failed Daemon Hunters: If this model attacks any DAEMONS ABILITIES Nerve tests for this model. in the Fight phase, you can re-roll failed wound rolls for those attacks. It PSYKER knows the Psybolt psychic power. Up to four Paladins in your kill team can be Paladin Gunners, and one Paladin in your kill team can be a Paragon. If you choose both, subtract 1 from all hit rolls made for this weapon. When attacking with this weapon, choose one or both of the profiles below.
If they do so, increase the Strength and Damage of the weapon by 1 this turn. They fight bloody wars to acquire even the smallest fragments of archeotech, and will gladly throw away the lives of their machinecongregations in order to protect their covetously hoarded lore. The Adeptus Mechanicus are worshippers of the Omnissiah, the Machine God of Mars. It is through their ancient secrets and esoteric rituals that Humanity is furnished with the weapons and machines to continue its war for survival. Yet the priests of the Martian Cult are far from altruistic saviours. They are grasping and acquisitive, jealous, ruthless and utterly without mercy. They know well the stranglehold they have on the rest of the Imperium, and are quick to exploit it in order to further their own agendas.
Almost inevitably, these involve the search for and seizure of artefacts that might lead to further technological revelations, and the Tech-Priests do not baulk at any price in lives — no matter how steep — to achieve their aims. To them, it is a matter of faith. They are the worshippers and servants of the Omnissiah, and to him is due all of the cold, hard information in the galaxy. The Adeptus Mechanicus will stoop to any means, no matter how cruel or underhanded, to offer up fresh knowledge to the Machine God. Many amongst the Adeptus Mechanicus see a holy trinity within their deity, the third aspect of which is known as the Motive Force. This is the electrical energy present in living beings and machines both, an animating spark that emanates from, and belongs ultimately to, the Omnissiah.
To the Tech-Priests Manipulus this is the most sacred and vital power in the universe, and one that it is their duty and their right to give and take as they see fit. The Tech-Priests Manipulus often lead Adeptus Mechanicus kill teams deep into enemy territory, the better to steal the energies of the foe. They close with their enemies and belabour them with their electroleech staves, which leave machines and living beings alike drained, cold and inert. By comparison, Corpuscarii Electro-Priests seek to share the Motive Force with their enemies. Chanting rites of conductivity, they work themselves into a religious ecstasy before unleashing coruscating blasts of electricity that burn their victims alive from the inside out, and reduce enemy war machines to blackened and blazing husks.
Though the Fulgurites and Corpuscarii may be rival factions, they will set their differences aside when commanded to by a senior Tech-Priest. After all, the quest to recover the sacred mysteries of the Omnissiah from an ignorant galaxy must always be considered paramount. Use this Tactic at the start of the Movement phase if your kill team includes a TECH-PRIEST MANIPULUS. That model gains the following aura ability until the end of the battle round: As long as this model is not shaken, you can add 1 to all Move characteristics for friendly models that begin your turn in the Movement phase within 6" of this model. In addition, at the beginning of each battle round, this model regains D3 lost wounds. When this model finishes a charge move within 1" of an enemy model, pick an enemy model within 1" and roll a D6. On a roll of 6 the enemy model suffers a mortal wound. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
During the glorious days of the Great Crusade these heroes fought at the side of the Emperor himself. After his fall they became his protectors and agents both, defending the Golden Throne and enforcing its inviolate will. Nobility and power radiate from the warriors of the Adeptus Custodes. They are golden-armoured paragons of martial might and absolute incorruptibility, the solemn fury of the Emperor made manifest. Where they tread the enemies of Mankind know naught but defeat and despair. Clad in nigh-impenetrable auramite armour, wielding blades and firearms fashioned by the most skilled artificers of Holy Terra, the Adeptus Custodes are amongst the best-equipped warriors in the galaxy. Though what truly sets these champions apart is the genetic alchemy that goes into their creation. Now they are reunited in battle once more. Every member of the Adeptus Custodes is a hero in his own right. The Custodian Guard are exemplars all of their bloody craft, and whether hammering their enemies with hails of bolt fire or hacking them apart at close quarters, they can be relied upon to complete their mission no matter the odds.
The Terminatorarmoured Allarus Custodians are more fearsome still, for their unique mark of reinforced battle plate and their bellicose spirit enable them to perform deeds of spectacular heroism and violence. Meanwhile the Shield-Captains, who lead these brotherhoods into battle, are famed for their martial might and strategic wisdom both. It must reach its intended recipient. They must be protected. Information must be gathered and a warning swiftly dispatched. The greatest amongst us have names of such length that they wind all about our bodies from head to toe, and yet still we strive always to achieve greater glories. No foul servant of the Dark Gods can stand against them, for they are the glory of the Emperor made manifest. D10 FORENAME 2 Venerable: This warrior has lived for more than a thousand years.
There is little he has not seen before, and even less with the capacity to surprise him. D10 3 Blood Games Victor: To test the defences of the Golden Throne, Custodians launch mock strikes at it. Those who have won such Blood Games are skilled indeed. He is the master of the long vigil and the immovable defence. D6 8 Unscrupulous: Only the mission matters to this warrior, no matter how cruel or distasteful the means to achieve it. He fears nothing. Bane of Traitors: This band of warriors detest the followers of Chaos with a particular fervour, and specialise in their annihilation. Adeptus Custodes Kill Team: An Adeptus Custodes kill team can be Battle-forged if it consists of at least two models rather than three models , as long as it adheres to the other conditions set out in the Kill Team Core Manual as modified by the mission, where relevant.
Your model can immediately shoot at the enemy model as if it were the Shooting phase, but you must subtract 1 from the resulting hit rolls. Use this Tactic when an opponent chooses a model from your kill team that is not shaken as a target of a charge. When that model fires Overwatch in this phase, they successfully hit on a roll of 5 or 6. Choose a model from your kill team that is not shaken. Opponents must add 1 to Nerve tests taken for enemy models within 3" of that model in this phase. You can take a Deny the Witch test for that model as if it were a PSYKER. Until the end of the battle round, that weapon has an AP characteristic of 0, but models that suffer any hits from that weapon cannot attack in the Shooting phase and your opponent must subtract 1 from hit rolls made for those models in the Fight phase. In addition, roll a D6 each time a model with this ability suffers a mortal wound in the Psychic phase.
On a 6 that mortal wound is ignored. It is they who lay down their lives on every battlefront to hold the line against tides of mutants, monsters and heretics. Yet even amongst the tragically expendable masses of the Imperial Guard, there are elite warriors that stand ready to deploy. The greatest and most iconic strengths of the Astra Militarum lie in its practically inexhaustible masses of infantry and its vast reserves of armour and artillery. Ogryns belong to one of the many divergent subspecies of Humanity known collectively as abhumans. They derive from high-gravity worlds where their physiologies have become ever more brutish and massive to compensate for the crushing conditions.
So huge and strong is the average Ogryn that he can crumple a boltgun in one huge fist, soak up volleys of small arms fire without falling, and bludgeon his way through a ferrocrete wall using only his bare hands. These hulking warriors are not especially intelligent, typically displaying a mental capacity well below that of their human comrades. However, providing they are well led and clearly directed, their stupendous strength and resilience allow them to smash a path through even the stoutest enemy defences. Owing to their predilection for recklessly firing off all their ammunition in a few noisy and inaccurate bursts, Ogryns are armed with ripper guns.
Bullgryns are Ogryns trained and equipped for close assault and suppression operations. Clad in heavier armour than normal Ogryns and provided with an array of bulky metal shields, Bullgryns advance at a steady march while absorbing and deflecting overwhelming storms of enemy fire. Once they close on their foes, Bullgryns hammer them with explosive volleys from their grenadier gauntlets, or charge headlong into combat and lay about themselves with massive maces. It is a talent that the Astra Militarum prizes highly. Abhumans are far from the only specialist troops available to the Astra Militarum, of course. Many veteran soldiers fight amongst the ranks of the Imperial Guard. Perhaps the most infamous and feared of all of these is the Catachan one-man-army known as Sly Marbo.
His legend tells of ten brothers who were sent into battle upon an unnamed world, and of the single, hollow-eyed survivor who returned to fight an endless war of vengeance for his fallen kin. Marbo comes and goes as he pleases, a ghost of the jungles who accepts each mission with a cold — almost vacant — stare then sets off to wreak slaughter. Marbo fights like a Daemon, shredding enemies with his ripper pistol, his vicious Catachan fang and a preternatural talent for ambush warfare and explosives. He has massacred entire kill teams single-handed, and his crusade of violence shows no signs of ending.
AERIAL DROP Astra Militarum Tactic Use this Tactic at the end of the Movement phase. Only one of this model may be included on your command roster. Loner: The Voice of Command ability has no effect on Sly Marbo. On a 6 the model being rolled for and all models within 2" of that model suffer a mortal wound. If the attack hits, the target suffers D3 mortal wounds and the attack sequence ends. Avalanche of Muscle: You can add 1 to the Attacks characteristic of this model in the Fight phase of any battle ABILITIES round in which it charged. This ability may only be used the first time this model fights each battle round.
battle round in which it charged. This ability may only be used the first time this model fights each Slabshield: Add 2 to saving throws made against battle round. attacks that target a model with a slab shield. They are anathema to everything they once stood for, tainted champions who fight for the favour of the Dark Gods and the powerful rewards those fell entities can bestow. The Chaos Space Marines are amongst the deadliest foes faced by the Imperium. Their might is equal to that of the Adeptus Astartes, but is bolstered further by the gifts of the Dark Gods. Strange psychic powers, foul mutations and daemonically empowered weapons are common amongst their traitorous ranks, allowing them to rend apart their victims with contemptuous ease or even sever their very souls from their bodies. From fanatical Cultists to formidable renegade Space Marines, the Dark Gods do not want for deadly servants to enact their wills.
However, when the most crucial of missions must be completed or the vilest deeds performed, specialist operatives and monstrous warriorlords form chosen kill teams to see them done. Clad in baroque Terminator armour that has been warped and twisted by the energies of Chaos, Lords and Sorcerers stride into battle with the arrogant confidence of demigods of ruin. They wield fearsome Daemonblades and unleash reality-twisting powers that reduce their enemies to gibbering Chaos Spawn or mangled corpses. Masters of Executions hunt their quarry across the battlefield, brutally butchering and making an example of those who have angered the lords of the Heretic Astartes, while Masters of Possession use their infernal powers to taint vital cogitator engines, force daemonic possession upon enemy commanders and empower their Chaos Space Marine brethren with the unnatural might to overcome any foe.
With their hulking armour and unnatural resilience, they can endure punishment that would reduce entire regiments of lesser warriors to bloody ruin. Any who survive the first fusillade fall soon enough, bisected by crackling power blades or crushed by clawed power fists. Meanwhile, opening themselves up to Daemons, Possessed and Greater Possessed sacrifice body and soul that their flesh might be moulded into a living weapon of the Dark Gods. Their limbs twist into chitinous blades and lashing tendrils, their faces into horrific visages of needle fangs and bulging compound eyes.
Their bodies crackle with daemonic energy that can turn aside bolt and blade. The Possessed are powerful kill team operatives, but their shortcut to martial might has cost them everything. Heretic Astartes Kill Teams HERETIC ASTARTES KILL TEAMS If every model in your kill team has the HERETIC ASTARTES Faction keyword, you can use Heretic Astartes Tactics. TELEPORT STRIKE VETERANS OF THE LONG WAR Heretic Astartes Tactic Heretic Astartes Tactic Use this Tactic at the end of the Movement phase. These attacks cannot themselves generate any further attacks. That model gains the following aura ability until the end of the battle round: WARGEAR Daemonic mutations POINTS PER MODEL 80 POINTS PER ITEM 0 As long as this model is not shaken, add 1 to the Strength characteristic of friendly DAEMON models within 6" of this model that share the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword with this model.
Feared Headsman: Your opponents must add 1 to Nerve tests taken for enemy models within 3" of any models other than shaken models with this ability. Warp-sighted Butcher: Re-roll failed wound rolls for attacks made by this model. Roll a D6. You can only choose each characteristic once per mission, and the characteristic increase lasts until the end of the mission. If your kill team includes a Dark Apostle, it may include up to two Dark Disciples. Followers: Models do not suffer any penalty to their Nerve tests for a friendly Dark Disciple being out of action.
Dark Disciples cannot be specialists, are not part of a fire team and cannot gain experience. That model gains the following aura ability until the end of the battle round: As long as this model is not shaken, you can reroll failed hit rolls in the Fight phase for friendly models within 6" of this model. Rite of Possession: PSYKERS suffer Perils of the Warp on any Psychic test roll of a double that is made for them, instead of just double 1 or 6, while they are within 12" of any enemy models with this ability. It knows the Psybolt psychic power as well as two psychic powers generated from the Malefic discipline see below. D3 RESULT 1 SACRIFICE 3 The psyker uses a sacrificial soul to remould and repair an unholy Daemon-form.
Infernal Power has a warp charge value of 6. If manifested, then until the start of the next Psychic phase re-roll hit and wound rolls of 1 for friendly DAEMON models whilst they are within 6" of this psyker. Sacrifice has a warp charge value of 4. If manifested, choose any model within 2" of the psyker; that model suffers a mortal wound. Then, choose a friendly DAEMON model within 12" of the psyker. Remove all flesh wounds from that model. Cursed Earth has a warp charge value of 7. It knows the Psybolt psychic power as well as two psychic powers generated from the Dark Hereticus discipline see Kill Team: Commanders. That model gains the following aura ability until the end of the battle round: Chaos Lord in Terminator Armour Level 3 As long as this model is not shaken, you can reroll hit rolls of 1 for friendly models within 6" of this model.
Up to two Khorne Berzerkers in your kill team can be Berzerker Destroyers, and one Khorne Berzerker in your kill team can be a Berzerker Champion. Alternatively, they may replace their bolt pistol and chainsword with up to one weapon from that list, and one weapon from the following list: boltgun, combi-bolter, combi-flamer, combi-melta or combi-plasma. Blood for the Blood God: In the Fight phase, after this model has fought in that phase for the first time, when it is your turn to pick a model to fight with later in the same phase, this model can be selected to fight for a second time if it is within 3" of any enemy models.
Writhing Tentacles: Roll a D3 when a this model is selected to attack in the Fight phase. The result is the Attacks characteristic of this model until the end of the phase. Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Champion. If they have the KHORNE, TZEENTCH, NURGLE or SLAANESH keyword, they must have the appropriate Icon from the Chaos Icons listed in the Kill Team Core Manual. If they have no mark, they must take an Icon of Vengeance see the Kill Team Core Manual. These attacks cannot SLAANESH , or you can choose for it to have no mark.
themselves generate any further attacks. Heavy flamer Reaper autocannon 8" 36" Heavy D6 Heavy 4 5 7 -1 -1 1 1 This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon. His greatest mortal champions are the Death Guard, one of the original Traitor Legions who betrayed the Emperor during the Horus Heresy. Where unnatural sicknesses ravage worlds, where filth and foulness sweep away reason, purity and hope, where entropy runs rampant amidst the thunderous drone of a billion daemon-flies, there is the hand of the Death Guard felt.
Ten thousand years ago, these warriors were loyal sons of the Emperor. They were renowned for their formidable fortitude and ability to wage war in even the most hazardous conditions. The Death Guard, led by their dour Primarch Mortarion, won countless victories for the Imperium upon worlds saturated with radiation, crawling with alien plagues, or otherwise rendered inimical to human life. When the Death Guard turned to Chaos, the repulsive blessings of Nurgle only enhanced their already infamous endurance. Their bodies bloated and mutated by daemonic diseases, the Death Guard have become utterly inured to pain. Their rusted armour, leathery flesh and layers of rotting blubber can soak up tremendous punishment, allowing the Death Guard to trudge relentlessly forward and shrug off the worst their enemies can throw at them. In return, the Death Guard wield an array of corroded weapons that they use to bludgeon, hack, dismember, dissolve and lethally infect their victims.
Clad in hulking Cataphractii armour and blade-horned helms, Lords of Contagion lead their kill teams from the front. They are as aggressive as a rapidly spreading virus, striding unstoppably from one victim to the next with their plaguereaper axes swinging. These baleful figures go about their work with grim efficiency, for the warriors of the Death Guard care nothing for martial flourishes and overt displays of combat prowess. Blightlord Terminators are amongst the most feared warriors of the 41st Millennium, and make for truly terrifying kill team operatives. Enemies fighting back against the arrogant Blightlords find even their greatest efforts coming to naught; between the incredible protective powers of Cataphractii armour and the blessings of Nurgle, these warriors are all but invulnerable.
Deathshroud Terminators are a significantly more sinister battlefield presence. Armed with huge scythes known as manreapers, wreathed in clouds of plague flies and noxious fumes, they advance in virtual silence and hack down any who stand against them with a swift economy of violence. These malevolent warriors are the hand-picked emissaries of Mortarion. Nothing escapes the notice of the Deathshroud, just as no one escapes their blades once marked for annihilation, no matter how hard they fight or how far they flee. Inexorable Advance: Models in your kill team do not suffer the penalty to their hit rolls for shooting Heavy weapons during a battle round in which they moved, or for shooting Assault weapons during a battle round in which they Advanced. TELEPORT STRIKE VETERANS OF THE LONG WAR Death Guard Tactic Death Guard Tactic Use this Tactic at the end of the Movement phase. Up to two Blightlord Terminators in your kill team can be Blightlord Gunners, up to two Blightlord Terminators in your kill team can be Blightlord Fighters, and one Blightlord Terminator in your kill team can be a Blightlord Champion.
Derick Caldwell's Ownd. Kill team elites pdf download free. There are many adventurous story missions for reader and player to play. The kill teams in the different missions may include different number of members or handful of individuals or players in that elite kill team for conquest to conquer. If you like Sci Fi team up futuristic stories, Warhammer 40, Kill Team: Elites is a must for you that will not only give you a detailed view of lethal destructive wepons and team work, but also an experience that will always remain in your unconscious. You can download the free ebook from below:. Save my name, email, and website in this browser for the next time I comment. Sign in. Password recovery. Recover your password. Forgot your password? Assassination, sabotage, couriering vital messages through active war zones — these and hundreds of similar missions fall to the kill teams. However, when the stakes are highest and the objectives are most crucial, those teams will comprise the most elite specialists that the warlords of the Warhammer 40, galaxy can deploy.
Highly trained stealth agents drive deep into enemy territory, veiled by technology or sorcery. Towering Custodian Guard form a gilded shield before Imperial commanders and allow none to harm their wards. Asuryani Aspect Warriors launch preemptive raids that will save or damn worlds. Kill Team: Elites allows you to include such paragons of war in your games of Kill Team. You will need the Kill Team Core Manual to use this expansion, as well as the Kill Team: Commanders expansion if you wish to use any of the Commanders datasheets. This is an Enhanced Edition featuring the same, complete and unabridged content as the print edition in a handy, space-saving portable format, it also contains the following extra features:.
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WebDownload This document was uploaded by user and they confirmed that they have the permission to share it. If you are author or own the copyright of this book, please report Web25/09/ · Kill Team Into The Dark is a bran new Starter Set for Kill Team containing everything two players need to start playing. The Kill Team Into The Dark contains: Kill Team Core Rulebook Kill Team Into The Dark Campain Book Dice, tokens, and combat gauges Killzone Garrowdark gaming board and scenery Imperial Navy Breachers Kill Team WebScribd is the world's largest social reading and publishing site Web10/10/ · Kkill team pd Category: Vk kill team elites pdf Warhammer 40, Kill Team is an exciting, fast-paced skirmish game set in the 41st Millennium. Warhammer40, Kill Team is a fast-paced tabletop miniatures game that pits teams of elite and tabletop rules required to dive headlong into the world of WebDownload Kill Team Elites Type: PDF Date: May Size: MB Author: akuaku This document was uploaded by user and they confirmed that they have the permission to Feb 3, · The Kill Team: Elites expansion includes the following contents: 67 new datasheet introducing a host of new Commanders and special operatives, ranging from Space Marines ... read more
And They Shall Know No Fear: You can re-roll failed Grav-chute: This model never suffers falling damage, ABILITIES Nerve tests for this model. As you click on a PDF link, the web browser starts opening the PDF file on its own and provides you a clutter-free reading experience. By flame and fury, by bolt and blade, this highly experienced pack have completed countless vital missions on behalf of Wolf Lord Krom. That model gains the following aura ability until the end of the battle round: WARGEAR Shuriken pistol Witch staff POINTS PER MODEL 61 76 91 POINTS PER ITEM 0 0 As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly SPIRIT HOST models that target enemy models within 6" of this model. From these Paths do the Aspect Warriors hail.
There is no straight answer to this question. CONTENTS CONTENTS Introduction The great majority of the Thousand Sons had become armour-golems animated by ghosts. They may be talented sappers who can bring down the mightiest fortress, terrifying masters of the hit-and-run raid, or specialist operatives such as zealous witch-finders, steely-eyed abduction squads or immovable bodyguards who will lay down their lives to defend their charge. D6 8 Unscrupulous: Only the kill team elites pdf download matters to this warrior, no matter how cruel or distasteful the means to achieve it.