TEXT: VANGUARD REINFORCEMENTS
  Deep behind enemy lines, kill teams are often sent on covert missions of intelligence
  gathering, sabotage, and assassination. Often outnumbered by their foes, the prospect of
  reinforcements is always gladly received, and this month there are quite a few of them!
  KILL TEAM
  If you want to start
  playing Kill Team,
  make sure you pick
  up the Kill Team
  Core Manual,
  which contains all
  the rules you need
  to play. There are
  several expansions
  for the game, too,
  including Kill Team:
  Commanders,
  Elites, Rogue
  Trader, and Arena.
  VANGUARD SPACE MARINES IN KILL TEAM
  The release of the Shadowspear boxed set
  earlier this year introduced us to the Vanguard
  Space Marines – warriors of the Adeptus
  Astartes specially trained to operate behind
  enemy lines. And what better theatre of war for
  them to fight in than games of Kill Team? Over
  the next few pages, you’ll find new and updated
  rules for using Incursors, Eliminators, Infiltrators,
  Reivers, and a Lieutenant in Phobos armour
  (plus Intercessors) in your games of Kill Team,
  enabling you to create a truly specialised Space
  Marine kill team. You’ll also find new weapon
  profiles for you to arm your kill team with, plus
  a new stratagem – Outflank – over to the right.
  Now all you need to do is figure out who will be
  your specialists. An Eliminator as a Sniper
  specialist, perhaps? Maybe an Incursor Scout or
  a Reiver Combat specialist? There are a lot of
  options to choose from!
  enetically engineered super-human
  warriors, Space Marines are counted
  amongst the Imperium’s – if not the
  galaxy’s – most deadly fighters. Though
  few in number, every Space Marine is worth a
  hundred regular humans. They are braver, faster,
  stronger, and more resilient, able to endure the
  hardships of battle for weeks or even months
  without respite. Known colloquially as the Angels
  of Death, most Space Marines are deployed to
  the battlefield by Drop Pod or Thunderhawk
  Gunship, their lightning-fast assaults intended to
  break the back of the enemy army in a fraction of
  the time it would take regular ground forces. But
  not all Space Marines are deployed this way.
  While the main strike force takes on the enemy
  face-to-face, other Space Marines are working
  behind enemy lines to disrupt communications,
  assassinate enemy leaders, and take out key
  targets. They are the Vanguard.
  
  ADEPTUS ASTARTES
  The datasheets included in this section replace those in previous publications, and have been updated
  with any additional equipment and options available to these units. We have also included the rules for
  Reserves in Kill Team, which several units available to the Adeptus Astartes can make use of.
  RESERVES
  The rules found here can be used in any games of Kill
  Team, with the exception of missions that use the Ultra-
  close Confines rules.
  SETTING UP IN RESERVE
  During deployment, instead of setting up a model on
  the battlefield as described by the mission, you can set
  that model up in Reserve. You can do this with up to
  half of the models in your kill team, but if you are using
  a Battle-forged kill team, the total points cost of any
  models you set up in Reserve can be no greater than half
  of your kill team’s Force.
  SETTING UP FROM RESERVE
  A model that is set up in Reserve can be set up on the
  battlefield at the end of any Movement phase. At the
  end of the phase, if a player has any models in Reserve,
  they can decide to set up one or more of them on the
  battlefield. If more than one player has any models
  in Reserve, the players take it in turn to set up all of
  the models they wish to (including using any Reserve
  Tactics they wish to use, as described below), in the
  order determined in the Initiative phase.
  Players do not have to set up any models from Reserve
  if they do not wish to, but if any models are still in
  Reserve at the end of the third battle round, they are
  considered to be out of action. When a model is set up
  from Reserve, it must be set up on the battlefield more
  than 5" from any enemy models and within 1" of
  the edge of the battlefield. It must also
  be wholly within your deployment
  zone, where the mission provides
  a deployment
  zone. Note that
  the restrictions
  described in
  Reinforcements in
  the Kill Team Core
  Manual apply to
  models set up in
  this way.
  RESERVE TACTICS
  Some Tactics alter how models arrive from Reserve.
  When players use these Tactics as part of their models
  arriving from Reserve, they do so in the sequence
  described above and by following the instructions
  on the Tactic. Note that the restrictions described in
  Reinforcements in the Kill Team Core Manual apply to
  models set up in this way, unless stated otherwise.
  The following Tactic can be used by any player with at
  least one model in Reserve.
  NEW RULES
  OUTFLANK
  Tactic
  Use this Tactic at the end of the Movement phase.
  Choose a model from your kill team that was set
  up in Reserve and set them up within 1" of the edge
  of the battlefield, and more than 5" away from any
  enemy models.
  1 COMMAND POINT
  
  INCURSOR
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Max
  Incursor
  6"
  3+
  3+
  4
  4
  2
  2
  7
  3+
  -
  Incursor Sergeant
  6"
  3+
  3+
  4
  4
  2
  3
  8
  3+
  1
  This model is armed with an occulus bolt carbine, bolt pistol, paired combat blades, frag grenades and krak grenades.
  One Incursor in your kill team can be an Incursor Sergeant.
  WARGEAR OPTIONS
  • One Incursor in your kill team may take a haywire mine.
  ABILITIES
  And They Shall Know No Fear: You can re-roll failed
  Nerve tests for this model.
  Transhuman Physiology: Ignore the penalty to this
  model’s hit rolls from one flesh wound it has suffered.
  Haywire Mine: In your turn in the Movement phase, a
  model from your kill team with a haywire mine that has
  not been primed can prime it. If they do, at any point
  during that model’s move, place the Primed Haywire
  Mine within 1" of it, and more than 3" away from any
  enemy models. If an enemy model moves within 2" of
  that Primed Haywire Mine, roll one D6; on a 4+ each
  model within 2" of the Primed Haywire Mine suffer
  1 mortal wound. That Primed Haywire Mine is then
  removed from play.
  The Primed Haywire Mine is represented by the Primed
  Haywire Mine model, but does not count as a model for
  any rules purposes.
  SPECIALISTS
  Leader (Sergeant only), Comms, Demolitions, Scout, Veteran
  FACTION KEYWORD
  ADEPTUS ASTARTES
  KEYWORDS
  IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, INCURSOR
  ELIMINATOR
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Max
  Eliminator
  6"
  3+
  3+
  4
  4
  2
  2
  7
  3+
  -
  Eliminator Sergeant
  6"
  3+
  3+
  4
  4
  2
  3
  8
  3+
  1
  This model is armed with a bolt sniper rifle, bolt pistol, frag grenades and krak grenades.
  One Eliminator in your kill team can be an Eliminator Sergeant.
  WARGEAR OPTIONS
  • An Eliminator may replace their bolt sniper rifle with a las fusil.
  • An Eliminator Sergeant may replace their bolt sniper rifle with a las fusil or instigator bolt carbine.
  ABILITIES
  And They Shall Know No Fear: You can re-roll failed
  Nerve tests for this model.
  Transhuman Physiology: Ignore the penalty to this
  model’s hit rolls from one flesh wound it has suffered.
  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.
  SPECIALISTS
  Leader (Sergeant only), Comms, Scout, Sniper, Veteran
  FACTION KEYWORD
  ADEPTUS ASTARTES
  KEYWORDS
  IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, ELIMINATOR
  
  INFILTRATOR
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Max
  Infiltrator
  6"
  3+
  3+
  4
  4
  2
  2
  7
  3+
  -
  Infiltrator Helix Adept
  6"
  3+
  3+
  4
  4
  2
  2
  7
  3+
  1
  Infiltrator Sergeant
  6"
  3+
  3+
  4
  4
  2
  3
  8
  3+
  1
  This model is armed with a marksman bolt carbine, bolt pistol, frag grenades and krak grenades.
  One Infiltrator in your kill team can be an Infiltrator Helix Adept, and one Infiltrator in your kill team can be an Infiltrator Sergeant.
  WARGEAR OPTIONS
  • One Infiltrator in your kill team can be equipped with an Infiltrator Comms Array.
  ABILITIES
  And They Shall Know No Fear: You can re-roll failed
  Nerve tests for this model.
  Transhuman Physiology: Ignore the penalty to this
  model’s hit rolls from one flesh wound it has suffered.
  Infiltrator Comms Array: Add 1 to the Leadership
  characteristic of models within 6" of any friendly
  models equipped with an Infiltrator Comms Array.
  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.
  SPECIALISTS
  Leader (Sergeant only), Medic (Helix Adept only), Comms (Infiltrator with Infiltrator Comms Array only),
  Demolitions, Scout, Veteran
  FACTION KEYWORD
  ADEPTUS ASTARTES
  KEYWORDS
  IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, INFILTRATOR
  REIVER
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Max
  Reiver
  6"
  3+
  3+
  4
  4
  2
  2
  7
  3+
  -
  Reiver Sergeant
  6"
  3+
  3+
  4
  4
  2
  3
  8
  3+
  1
  This model is armed with a bolt carbine, heavy bolt pistol, frag grenades and krak grenades and shock grenades.
  One Reiver in your kill team can be a Reiver Sergeant.
  WARGEAR OPTIONS
  • A Reiver may replace their bolt carbine with a combat knife.
  • A Reiver Sergeant may replace their bolt carbine or heavy bolt pistol with a combat knife.
  • This model may take a grav-chute.
  • This model may take a grapnel launcher.
  ABILITIES
  And They Shall Know No Fear: You can re-roll failed
  Nerve tests for this model.
  Transhuman Physiology: Ignore the penalty to this
  model’s hit rolls from one flesh wound it has suffered.
  Grapnel Launcher: A model with a grapnel launcher
  can climb any distance vertically (up or down) when it
  makes a normal move – do not measure the distance
  moved in this way.
  Grav-chute: A model with a grav-chute 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.
  Terror Troops: Enemy models must subtract 1
  from their Leadership if they are within 3" of any
  REIVER models.
  SPECIALISTS
  Leader (Sergeant only), Combat, Comms, Demolitions, Scout, Veteran
  FACTION KEYWORD
  ADEPTUS ASTARTES
  KEYWORDS
  IMPERIUM, INFANTRY, PHOBOS, PRIMARIS, REIVER
  NEW RULES
  
  LIEUTENANT IN PHOBOS ARMOUR
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Max
  Lieutenant in Phobos
  Armour
  6"
  2+
  3+
  4
  4
  5
  4
  8
  3+
  1
  This model is armed with a master-crafted occulus bolt carbine, bolt pistol, paired combat blades, frag grenades and krak grenades and
  a grav-chute.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Master-crafted occulus
  bolt carbine
  24"
  Rapid Fire 1
  4
  0
  2
  Add 1 to hit rolls for this weapon when targeting a
  model that is obscured.
  WARGEAR OPTIONS
  • This model can be equipped with a heavy bolt pistol and combat knife instead of its master-crafted occulus bolt
  carbine, paired combat blades, bolt pistol and grav-chute. If it is, it gains the REIVER keyword.
  ABILITIES
  And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.
  Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
  Terror Troops: Enemy models must subtract 1 from their Leadership characteristic if they are within 3" of any
  REIVER models.
  Grav-chute: A model with a grav-chute 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.
  SPECIALISTS
  Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
  FACTION KEYWORD
  ADEPTUS ASTARTES
  KEYWORDS
  IMPERIUM, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, GRAV-CHUTE, LIEUTENANT
  INTERCESSOR
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Max
  Intercessor
  6"
  3+
  3+
  4
  4
  2
  2
  7
  3+
  -
  Intercessor Gunner
  6"
  3+
  3+
  4
  4
  2
  2
  7
  3+
  2
  Intercessor Sergeant
  6"
  3+
  3+
  4
  4
  2
  3
  8
  3+
  1
  This model is armed with a bolt rifle, bolt pistol, frag grenades and krak grenades.
  Up to two Intercessors in your kill team can be Intercessor Gunners, and one Intercessor in your kill team can be an Intercessor Sergeant.
  WARGEAR OPTIONS
  • This model may replace its bolt rifle with an auto bolt rifle or stalker bolt rifle.
  • An Intercessor Gunner may take an auxiliary grenade launcher.
  • An Intercessor Sergeant may replace their bolt rifle with a hand flamer or chainsword.
  • If an Intercessor Sergeant is not equipped with a chainsword he can be equipped with a power fist, power sword,
  thunder hammer or chainsword.
  ABILITIES
  And They Shall Know No Fear: You can re-roll failed
  Nerve tests for this model.
  Transhuman Physiology: Ignore the penalty to this
  model’s hit rolls from one flesh wound it has suffered.
  Auxiliary Grenade Launcher: If a model is armed with
  an auxiliary grenade launcher, increase the range of any
  Grenade weapons they have to 30".
  SPECIALISTS
  Leader (Sergeant only), Demolitions (Gunner only), Combat, Comms, Sniper, Veteran
  FACTION KEYWORD
  ADEPTUS ASTARTES
  KEYWORDS
  IMPERIUM, INFANTRY, PRIMARIS, INTERCESSOR
  
  RANGED WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt carbine
  24"
  Assault 2
  4
  0
  1
  -
  Bolt pistol
  12"
  Pistol 1
  4
  0
  1
  -
  Bolt sniper rifle
  A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition,
  when attacking with this weapon, choose one of the profiles below.
  - Executioner round
  36"
  Heavy 1
  5
  -1
  1
  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 not visible to the bearer, a 6 is required for a
  successful hit roll, irrespective of the firing model’s Ballistic
  Skill or any modifiers.
  - Mortis round
  36"
  Heavy 1
  5
  -2
  D3
  If you make a wound roll of 6+ for this weapon, it inflicts a
  mortal wound in addition to its normal damage.
  - Hyperfrag round
  36"
  Heavy D3
  5
  0
  1
  -
  Frag grenade
  6"
  Grenade D6
  3
  0
  1
  -
  Hand flamer
  6"
  Pistol D3
  3
  0
  1
  This weapon automatically hits its target.
  Heavy bolt pistol
  12"
  Pistol 1
  4
  -1
  1
  -
  Instigator bolt
  carbine
  24"
  Assault 1
  4
  -1
  2
  -
  Krak grenade
  6"
  Grenade 1
  6
  -1
  D3
  -
  Marksman bolt
  carbine
  24"
  Rapid Fire 1
  4
  0
  1
  Each unmodified hit roll of 6 made for this weapon’s attacks
  automatically results in a wound (do not make a wound roll
  for that attack).
  Las fusil
  36"
  Heavy 1
  8
  -3
  3
  -
  Occulus bolt carbine
  24"
  Rapid Fire 1
  4
  0
  1
  Add 1 to hit rolls for this weapon when targeting a model that
  is obscured.
  Shock grenade
  6"
  Grenade D3
  *
  *
  *
  This weapon does not inflict any damage. If an enemy
  INFANTRY model is hit by any shock grenades, it is stunned;
  until the end of the next battle round, that model cannot fire
  Overwatch or be Readied, and your opponent must subtract 1
  from hit rolls made for this model.
  MELEE WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Chainsword
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional
  attack with this weapon.
  Combat knife
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional
  attack with this weapon.
  Paired combat blades
  Melee
  Melee
  User
  0
  1
  When resolving an attack made with this weapon, an
  unmodified hit roll of 6 scores 1 additional hit.
  Power fist
  Melee
  Melee
  x2
  -3
  D3
  When attacking with this weapon, you must subtract 1
  from the hit roll.
  Power sword
  Melee
  Melee
  User
  -3
  1
  -
  Thunder hammer
  Melee
  Melee
  x2
  -3
  3
  When attacking with this weapon, you must subtract 1
  from the hit roll.
  NEW RULES
  
  KILL TEAM
  MODEL 
  POINTS PER MODEL 
  (Does not include wargear)
  Eliminator
  18
  - Eliminator Sergeant
  19
  Infiltrator
  17
  - Infiltrator Helix Adept
  18
  - Infiltrator Sergeant
  18
  Incursor
  16
  - Incursor Sergeant
  17
  Intercessor
  15
  - Intercessor Gunner
  16
  - Intercessor Sergeant
  16
  Reiver
  16
  - Reiver Sergeant
  17
  Scout
  10
  - Scout Gunner
  11
  - Scout Sergeant
  11
  Suppressor
  29
  - Suppressor Sergeant
  30
  Tactical Marine
  12
  - Tactical Marine Gunner
  13
  - Tactical Sergeant
  13
  Terminator
  25
  - Terminator Gunner
  26
  - Terminator Sergeant
  27
  Veteran
  -
  - Sternguard Veteran
  13
  - Vanguard Veteran
  13
  - Company Veteran
  13
  - Sternguard Gunner
  14
  - Sternguard Sergeant
  14
  - Vanguard Sergeant
  14
  - Veteran Sergeant
  14
  KILL TEAM COMMANDERS
  MODEL 
  POINTS PER MODEL 
  (Does not include 
  wargear)
  Captain in Terminator Armour (Level 1)
  80
  Captain in Terminator Armour (Level 2)
  100
  Captain in Terminator Armour (Level 3)
  120
  Captain in Terminator Armour (Level 4)
  145
  Captain in Phobos Armour (Level 1)
  81
  Captain in Phobos Armour (Level 2)
  101
  Captain in Phobos Armour (Level 3)
  121
  Captain in Phobos Armour (Level 4)
  146
  Chaplain in Terminator Armour (Level 1)
  74
  Chaplain in Terminator Armour (Level 2)
  94
  Chaplain in Terminator Armour (Level 3)
  114
  Chaplain in Terminator Armour (Level 4)
  139
  Inquisitor Eisenhorn (Level 1)
  70
  Inquisitor Eisenhorn (Level 2)
  80
  Inquisitor Eisenhorn (Level 3)
  90
  Inquisitor Eisenhorn (Level 4)
  105
  Librarian in Phobos Armour (Level 1)
  91
  Librarian in Phobos Armour (Level 2)
  111
  Librarian in Phobos Armour (Level 3)
  131
  Librarian in Phobos Armour (Level 4)
  156
  Librarian in Terminator Armour (Level 1)
  88
  Librarian in Terminator Armour (Level 2)
  108
  Librarian in Terminator Armour (Level 3)
  128
  Librarian in Terminator Armour (Level 4)
  153
  Lieutenant in Phobos Armour (Level 1)
  51
  Lieutenant in Phobos Armour (Level 2)
  66
  Lieutenant in Phobos Armour (Level 3)
  81
  Lieutenant in Phobos Armour (Level 4)
  106
  Primaris Captain (Level 1)
  76
  Primaris Captain (Level 2)
  96
  Primaris Captain (Level 3)
  116
  Primaris Captain (Level 4)
  141
  Primaris Chaplain (Level 1)
  63
  Primaris Chaplain (Level 2)
  78
  Primaris Chaplain (Level 3)
  93
  Primaris Chaplain (Level 4)
  118
  Primaris Librarian (Level 1)
  81
  Primaris Librarian (Level 2)
  101
  Primaris Librarian (Level 3)
  121
  Primaris Librarian (Level 4)
  146
  Primaris Lieutenant (Level 1)
  46
  Primaris Lieutenant (Level 2)
  61
  Primaris Lieutenant (Level 3)
  76
  Primaris Lieutenant (Level 4)
  101
  ADEPTUS ASTARTES  
  POINTS VALUES
  RANGED WEAPONS
  WEAPON
  POINTS PER WEAPON 
  Absolvor bolt pistol
  0
  Accelerator autocannon
  0
  Artificer bolt pistol
  0
  Assault cannon
  5
  Astartes shotgun
  0
  Auto bolt rifle
  0
  Bolt carbine
  0
  Bolt pistol
  0
  Bolt rifle
  0
  Bolt sniper rifle
  0
  Boltgun
  0
  OCTOBER 2019
  
  OTHER WARGEAR
  WARGEAR
  POINTS PER ITEM 
  Auspex
  1
  Auxiliary grenade launcher
  0
  Camo cloak
  1
  Combat shield
  5
  Grapnel launcher
  1
  Grav-chute
  1
  Haywire mine
  5
  Infiltrator comms array
  5
  Jump pack
  6
  Storm shield
  5
  - Captain in Terminator Armour
  15
  MELEE WEAPONS
  WEAPON
  POINTS PER WEAPON 
  Barbarisater
  0
  Chainfist
  6
  - Captain in Terminator Armour
  13
  Chainsword
  0
  Combat knife
  0
  Crozius arcanum
  0
  Force axe
  2
  Force stave
  0
  Force sword
  0
  Lightning claw (single/pair)
  1/3
  - Captain in Terminator Armour
  4/8
  Paired combat blades
  0
  Power axe
  2
  Power fist
  4
  - Captain in Terminator Armour
  12
  Power maul
  1
  - Captain in Terminator Armour
  0
  Power sword
  2
  - Captain in Terminator Armour
  0
  - Primaris Captain
  7
  - Primaris Lieutenant
  4
  - Terminator
  1
  - Veteran
  1
  Relic blade
  3
  - Captain in Terminator Armour
  14
  Runestaff
  0
  Thunder hammer
  8
  - Captain in Terminator Armour
  18
  RANGED WEAPONS
  Sniper rifle
  1
  Special issue boltgun
  1
  Stalker bolt rifle
  0
  Storm bolter
  2
  - Captain in Terminator Armour
  0
  - Chaplain in Terminator Armour
  0
  - Librarian in Terminator Armour
  4
  Wrist-mounted grenade launcher
  2
  RANGED WEAPONS
  Combi-flamer
  3
  - Captain in Terminator Armour
  2
  - Chaplain in Terminator Armour
  2
  - Librarian in Terminator Armour
  6
  - Terminator
  5
  - Veteran
  5
  Combi-grav
  2
  - Veteran
  4
  Combi-melta
  3
  - Captain in Terminator Armour
  8
  - Chaplain in Terminator Armour
  8
  - Librarian in Terminator Armour
  12
  - Terminator
  9
  - Veteran
  9
  Combi-plasma
  4
  - Captain in Terminator Armour
  5
  - Chaplain in Terminator Armour
  5
  - Librarian in Terminator Armour
  9
  - Terminator
  7
  - Veteran
  7
  Cyclone missile launcher
  6
  Flamer
  3
  Frag grenade
  0
  Grav-cannon and grav-amp
  5
  Grav-gun
  2
  Grav-pistol
  1
  Hand flamer
  0
  Heavy bolt pistol
  0
  Heavy bolter
  3
  Heavy flamer
  5
  Inferno pistol
  8
  Instigator bolt carbine
  0
  Krak grenade
  0
  Lascannon
  13
  Las fusil
  5
  Master-crafted auto bolt rifle
  0
  Master-crafted instigator bolt 
  carbine
  0
  Master-crafted occulus bolt carbine
  0
  Master-crafted stalker bolt rifle
  0
  Marksman bolt carbine
  0
  Melta bombs
  5
  Meltagun
  3
  - Veteran
  7
  Missile launcher
  5
  - Veteran
  10
  Multi-melta
  10
  Occulus bolt carbine
  0
  Plasma cannon
  12
  Plasma gun
  3
  - Veteran
  5
  Plasma pistol
  1
  - Veteran
  2
  Shock grenade
  0
  NEW RULES
  OCTOBER 2019
  
SOURCE: textdata/thevault/Warhammer/40k/Kill Team/Resources/Datasheets/Kill Team - Vanguard Space Marines - White Dwarf.pdf