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===DW Special Rules=== *'''And They Shall Know No Fear:''' Reroll your Failed Nerve Checks. Vets having Ld8 means you can lose 4 models (aka 4/5ths of the team) and the last one would still need a rerollable 5+ to fail. *'''Transhuman Physiology:''' Ignore -1 penalty to hit from the first flesh wound suffered in a game. *'''Special Issue Ammo:''' All Bolt weapons (except the Infernus Heavy Bolter) can use one of the four ammo types whenever they fire. As to when to use what, remember benefit is proportional to how much the characteristic was modified, like so: **'''Dragonfire Bolts:''' Add +1 to hit when targeting obscured models. Ranged hit penalties are fairly common in Kill Team, and the +1 is just enough to nullify the penalty for hitting obscured targets. A +50% benefit if you're forced to hit on 5s (enemy in cover at long range), +100% if you do so on 6s. Good against T3 models, where the issue is to hit them in the first place. **'''Hellfire Rounds:''' Always wounds on a 2+. Better than a mere +1 to hit, it's the best single round against T4 and up. BE ADVISED: Hellfire ROUNDS are "special ammunition" for DW Bolt Weaponry. Hellfire SHELLS are a Tactic for both SM and DW. They are NOT the same thing. You can fire multiple DW "special ammunition" Hellfire ROUNDS from your bolt weaponry, versus the single shot taken with the Hellfire SHELLS Mortal Wound(s) Tactic. **'''Kraken Bolts:''' +3" to the range of Pistols, +6" otherwise. Improve the AP by one, to a maximum of AP-2. Mighty useful since it both debuffs the enemy AND lets you play with range, which is even more important in Kill Team since does away with the Long Range hit penalty. **'''Vengeance Rounds:''' -3" to the range of Pistols, '''-6"''' otherwise. Increase the AP by two, to a maximum of AP-3. It's the best round against everything but Plague Marines...UNLESS the range reduction applies the Long Range penalty. Great otherwise. *'''Fortis Kill Team:''' The Deathwatch can use Primaris Marines, but they need to use the Deathwatch's prices for wargear. *'''Auspex:'''Now available to the Deathwatch by being added to the Intercessor's datasheet. One of your marines within 3" of the Intercessor ignore the penalty for shooting and injuring an obscured target. Because Frag Cannons weren't nasty enough. *'''Storm Shield:''' A 3++ invulnerable save, the highest in the game, but it can't be combined with a gun unlike 40k. *'''Atonement Through Honor:''' Black Shields can re-roll failed charges. *'''Grapnel Launchers:''' Allows Reivers to ignore vertical distance when normal moving (moving under and up to your model's Movement characteristic: charging and advancing fall under special cases as defined in the rulebook). It's hard to overstate the advantage that freedom of movement brings to a game as terrain-heavy as Kill Team. Turning Reivers into defacto jump troops allows you to use them at their full potential. *'''Grav Chutes:''' Allows Reivers to ignore falling damage. Considering how often your stabby boys will be leaping tall buildings and ziplining all over the place, these things can come in handy. The only downside is that it's a further points tax on an already expensive unit with an already existing points tax (''Always. Take. The. Grapnel. Launchers.''), but it's a nice way to avoid tempting fate with that Combat specialist you've come to love, protecting that investment from an idiotically underwhelming death. You can play without them, but just be aware that you're playing a risky game. *'''Auxiliary Grenade Launcher:''' Like with vanilla SM, this is good - the Intercessor keeps his gun (and Special Ammo), gets a powerful way to use grenades, the Demolitions guy turns it into a killer machine and makes it behaves like a missile launcher (which you don't actually have) at no cost beyond a Gunner's tax. The thing is you (and especially the Demo) have better weapons to use, and grenades can't be used with other guns. Will you pay 4pts more than regular marines to bring a Deathwatch Primaris that won't use his special ammo? That's up to you to think about - the option is still good and not everything has to be super optimized. *'''Iron Halo:''' Exclusive to the Primaris Captain, it gives him a 4++. *'''Rosarius:''' Same thing as the Iron Halo, but for the Primaris Chaplain.
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