Deathwatch 8th Edition

Codex Adeptus Astartes: Deathwatch 8th edition was released on 05-16-18

Unit points throughout Time

Deathwatch

Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018Vigilus DefiantErrata 2019Chapter Approved 2019
Black ShieldTroops--16------
Deathwatch VeteransTroops19-16-----14
IntercessorsTroops20-2018-17---
Astraeus SuperHeavy TankLord of War-500------400
Land Raider HeliosLord of War-252---215--195
Relic Cerberus Heavy Tank DestroyerLord of War-480-680-680---
Relic Falchion Super-heavy TankLord of War-640-840-840---
Relic Fellblade Super-heavy TankLord of War-540-740-740---
Relic Mastodon Super-heavy TransportLord of War-734-934-934---
Relic Spartan Assault TankLord of War-320-------
Relic Typhon Heavy Siege TankLord of War-520-720-720---
Sokar Pattern StormbirdLord of War-651-2000-2000---
Thunderhawk GunshipLord of War-650-1330-1330---
Thunderhawk TransporterLord of War-420-1000-1000---
ChaplainHQ72-72------
Chaplain in Terminator ArmourHQ115-115100-90---
Chaplain Venerable
Dreadnought
HQ-120------105
Chaplain with Jump PackHQ90-90------
Damocles Command RhinoHQ-120------100
LibrarianHQ93-9388-88-80-
Librarian in Terminator ArmourHQ145-143120-102-100-
Librarian with Jump PackHQ116-116112-112-108-
Primaris ChaplainHQ--85--77---
Primaris LibrarianHQ--93----90-
Primaris Watch CaptainHQ--87-----78
Watch CaptainHQ74-74------
Watch Captain ArtemisHQ130-130-----100
Watch Captain in Terminator ArmourHQ122-105-----95
Watch Captain with Jump PackHQ--93--78--93
Watch MasterHQ130-130-----115
Contemptor Mortis
Dreadnought
Heavy Support-106---88---
Deimos Vindicator Laser DestroyerHeavy Support-183-90----
HellblastersHeavy Support20-18------
Land RaiderHeavy Support239-239--200-180-
Land Raider CrusaderHeavy Support244-244--200---
Land Raider PrometheusHeavy Support-290---250--170
Land Raider RedeemerHeavy Support244-244--180---
Mortis DreadnoughtHeavy Support-75------60
Rapier Weapons Battery CarrierHeavy Support-20------
Relic Land Raider ProteusHeavy Support-264---225--
Relic Leviathan DreadnoughtHeavy Support-175-------
Siege DreadnoughtHeavy Support-100-80-80--70
Space Marine GunnersHeavy Support-10-------
Whirlwind HyperiosHeavy Support-90------70
Castellum StrongholdFortification-530-------
Caestus Assault RamFlyer-220-250-250---
Corvus BlackstarFlyer160-150--135--
Fire Raptor GunshipFlyer-250-190280280---
Storm Eagle Assault GunshipFlyer-210-------
Xiphon InterceptorFlyer-80-110-110--130
Deathstorm Drop PodFast Attack-160------120
Deathwatch BikersFast Attack34-25--21---
InceptorsFast Attack45-3025-25---
Land Speeder TempestFast Attack-109-95-95--45
Tarantula Air Defence BatteryFast Attack-60-70-70---
Tarantula Sentry GunFast Attack-10-20-20---
AggressorsElite--2521-21---
Deathwatch TerminatorsElite32-31--23---
Deathwatch Vanguard
Veterans
Elite21-18--17---
Deimos Relic PredatorElite-105-90-90--85
DreadnoughtElite70-70--60---
Redemptor DreadnoughtElite--140--105---
ReiversElite--18----16-
Relic Contemptor DreadnoughtElite-135---110---
Relic Contemptor DreadnoughtElite-135---110---
Relic Deredeo DreadnoughtElite-135---120---
Relic Javelin Attack SpeederElite-103-110-110--58
Relic Sicaran PunisherElite-175-155-155---
Relic Sicaran VenatorElite-245-170-170---
Relic Whirlwind ScorpiusElite-175-------
Vanguard Veteran SquadElite16-16--14---
Vanguard Veteran Squad with Jump PacksElite18-18--17---
Vanguard Veteran Squad with Jump PacksElite18-18--17---
Venerable DreadnoughtElite90-90--80---
Drop PodDedicated Transport103-9383-63---
Infernum Pattern RazorbackDedicated Transport-65-70-70---
Lucius Dreadnought
Drop Pod
Dedicated Transport-120-80-80---
RazorbackDedicated Transport65-6570-70---
RepulsorDedicated Transport--210--185-215-
RhinoDedicated Transport70-70----65-
Terrax-pattern Termite Assault DrillDedicated Transport-92--130----
Unit NameBattlefield RoleIndexForge WorldCodexChapter Approved 2017Errata 2018Chapter Approved 2018VigilusCodex 2019Chapter Approved 2019

 

Deathwatch Special Rules

And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.

Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply: The firing model’s target is within half the weapon’s maximum range. The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR , BIKER, or DREADNOUGHT. For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons and and Relics that replace bolt weapons.

Shock Assault: If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Combat Squads: Before deployment at the start of the game, a unit with this ability containing 10 models may be split into two units, each containing 5 models. Units of Aggressors, Bikers or Inceptors containing 6 models can also be split into two units, each containing 3 models.

Special Issue Ammunition:W hen this unit fires any ranged weapons from the following list: • Absolvor bolt pistol • Auto bolt rifle • Bolt carbine • Bolt pistol • Bolt rifle • Boltgun • Combi-flamer (boltgun profile only) • Combi-grav (boltgun profile only) • Combi-melta (boltgun profile only) • Combi-plasma (boltgun profile only) • Guardian spear (shooting) • Heavy bolt pistol • Hellfire Extremis (boltgun profile only) • Master-crafted auto bolt rifle • Master-crafted boltgun • Master-crafted stalker bolt rifle • Stalker bolt rifle • Stalker pattern boltgun • Storm bolter • Twin boltgun

You can choose for it to fire special ammunition. If you do so, choose one kind of ammunition with the corresponding modifiers

  • Dragonfire bolt: Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
  • Hellfire round: This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
  • Kraken bolt: Add 3″ to the range of this weapon if it is a Pistol – or 6″ otherwise – an
  • Vengeance round: 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.g. an AP of 0 becomes -2), to a maximum AP of -3.d improve the AP of the attack by 1 (e.g. an AP of 0 becomes -1), to a maximum AP of -2.

If your army is Battle-forged, Troops units in DEATHWATCH Detachments gain the Defenders of Humanity ability. In addition, INFANTRY , BIKER and DREADNOUGHT units in Deathwatch Detachments gain the Mission Tactics ability.

Defenders of Humanity: A unit with this ability that is within range of an objective marker (as specified in the
mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Mission Tactics: Units with this ability gain a bonus during the battle depending on which Mission Tactics they are currently employing. Before the battle, pick one of the following Mission Tactics. The tactic you choose will remain active for the entire battle, though it may be possible to change tactics during the course of the battle (by using the Adaptive Tactics Stratagem, for example). As long as a tactic is active, it affects all units in your army that have the Mission Tactics ability.

  • Furor Tactics: When attacking an enemy unit with the Troops Battlefield Role, you can re-roll wound rolls of 1.
  • Venator Tactics: When attacking an enemy unit with the Fast Attack Battlefield Role, you can re-roll wound rolls of 1.
  • Dominatus Tactics: When attacking an enemy unit with the Elites Battlefield Role, you can re-roll wound rolls of 1.
  • Malleus Tactics: When attacking an enemy unit with the Heavy Support or Lord of War Battlefield Role, you can re-roll wound rolls of 1.
  • Purgatus Tactics: When attacking an enemy unit with the HQ Battlefield Role, you can re-roll wound rolls of 1.
  • Raptoris Tactics: When attacking an enemy unit with the Flyers Battlefield Role, you can re-roll wound rolls of 1.

Combat Doctrines

Models in this unit gain a bonus depending on which combat doctrine is active for your army (see below). If you have a Battle-forged army, units only benefit from this bonus if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units). This bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. Bolts of Judgement). At the start of the battle, the Devastator Doctrine is active. A combat doctrine remains active for the duration of the battle, though you can change which combat doctrine is active once at the start of each battle round after the first, as follows: If the Devastator Doctrine was active during the previous battle round, you can change it so that the Tactical Doctrine is now active. If the Tactical Doctrine was active during the previous battle round, you can change it so that the Assault Doctrine is now active.

Devastator Doctrine: The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine: The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine: The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Deathwatch Stratagems

As of 05-06-2020 Deathwatch Stratagems groups are…

  • Universal Stratagems
  • Deathwatch Stratagems
  • White Dwarf Deathwatch Stratagems

(See tabs for details)

    As of 08-03-2017 Universal Stratagems are…

Command Re-Roll: 1 CP

You can re-roll any single dice.

Counter-Offensive: 2 CP

Used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.

Insane Bravery: 2 CP

You can automatically pass a single Morale test and must be used before taking the test.

Prepared Positions: 2 CP

At the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem. 

If your army is Battle-forged and includes any Deathwatch Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Deathwatch on the battlefield.

Armour of Contempt: 1 CP

Use this Stratagem when a DEATHWATCH VEHICLE from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase; on a 5+ that mortal wound is ignored and has no effect..

Auspex Scan: 2 CP

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12″ of one of your DEATHWATCH INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were your Shooting phase, but you must subtract 1 from all hit rolls made for this attack.

Armoury of the Watch Fortresses: 1/3 CP

Use this Stratagem before the battle. Your army can have one extra Relic of the Vigilant for 1 CP, or two extra Relics of the Vigilant for 3 CPs. All of the Relics of the Vigilant that you include must be different and be given to different DEATHWATCH CHARACTERS. You can only use this Stratagem once per battle.

Hellfire Shells: 1 CP

Use this Stratagem just before a DEATHWATCH INFANTRY model from your army attacks with a heavy bolter or the heavy bolter profile of an infernus heavy bolter. You only make a single hit roll with the weapon this phase (subtracting 1 as normal if also firing an infernus heavy bolter’s heavy flamer), however, if it hits, the target suffers D3 mortal wounds.

Orbital Bombardment: 3 CP

This Stratagem can be used once per battle, in your Shooting phase, if you have a DEATHWATCH Warlord that did not move during your preceding Movement phase. Instead of shooting with their weapons, select a point on the battlefield visible to the Warlord and roll a D6 for every unit within D6″ of that point, but subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.

Empyric Channelling: 1 CP

You can use this Stratagem at the start of your Psychic phase if a DEATHWATCH PSYKER from your army is within 6″ of at least 2 other friendly DEATHWATCH PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.

Teleportarium: 1/3 CP

Use this Stratagem during deployment. For each CP spent on this Stratagem you can set up either one DEATHWATCH INFANTRY unit or one DEATHWATCH DREADNOUGHT in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases, any units in a teleportarium chamber can teleport into battle – set them up anywhere on the battlefield that is more than 9″ away from any enemy models. You can only use this Stratagem once.

Death to the Alien: 1 CP

Use this Stratagem when a DEATHWATCH unit from your army is chosen to attack in any Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a unit that does not have the IMPERIUM, CHAOS or UNALIGNED keyword, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Only in Death Does Duty End: 2 CP

Use this Stratagem when a DEATHWATCH CHARACTER from your army is slain; that model summons the strength for one final attack, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase.

Honour Your Brothers: 3 CP

Use this Stratagem at the end of any Fight phase. Select a DEATHWATCH INFANTRY or DEATHWATCH BIKER unit from your army – that unit can immediately fight for a second time.

Wisdom of the Ancients: 1 CP

Use this Stratagem at the start of any phase. Select a Deathwatch Dreadnought from your army. Until the end of the phase, you can re-roll all hit rolls of 1 for DEATHWATCH units within 6″ of that Dreadnought.

Flakk Missile: 1 CP

You can use this Stratagem just before a DEATHWATCH INFANTRY model from your army attacks a unit that can Fly with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.

Adaptive Tactics: 1 CP

Use this Stratagem at the start of any of your turns after the first to change the current Mission Tactic for another one. If your Warlord is a Watch Master, you can use this Stratagem for 1 CP instead.

Stem the Green Tide: 2 CP

Use this Stratagem immediately before firing Overwatch with a DEATHWATCH unit from your army against a charging ORK unit. Your opponent must subtract 1 from their charge distance for each model in the charging unit that was slain by your unit’s Overwatch fire.

Targeting Scramblers: 1 CP

Use this Stratagem immediately after a DEATHWATCH unit from your army has been hit by one or more T’AU EMPIRE markerlights. Immediately remove all markerlight counters from that unit.

Intercepting Volley: 2 CP

Use this Stratagem immediately after your opponent moves an enemy AELDARI unit that can FLY in their Movement phase. Pick a DEATHWATCH unit from your army within 12″ of it – that unit can immediately shoot at the enemy unit as if it were your Shooting phase, but you must subtract 1 from all the resulting hit rolls.

Synaptic Severance: 2 CP

Use this Stratagem immediately before choosing targets for a DEATHWATCH unit from your army in your Shooting phase. That unit can target SYNAPSE CHARACTERS this turn, even if they are not the closest enemy units.

Overkill: 1 CP

Use this Stratagem at the beginning of your opponent’s turn, before they use the Reanimation Protocols ability of a NECRON unit that is within 12″ of a DEATHWATCH unit from your army. Your opponent subtracts 1 from any Reanimation Protocols rolls they make for that unit this turn.

Furor Doctrine: 2 CP

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Troops Battlefield Role. Add 1 to their wound rolls for that attack.

Venator Doctrine: 2 CP

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Fast Attack Battlefield Role. Add 1 to their wound rolls for that attack.

Dominatus Doctrine: 2 CP

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Elites Battlefield Role. Add 1 to their wound rolls for that attack.

Malleus Doctrine: 2 CP

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Heavy Support or Lord of War Battlefield Role. Add 1 to their wound rolls for that attack.

Purgatus Doctrine: 2 CP

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the HQ Battlefield Role. Add 1 to their wound rolls for that attack.

Raptoris Doctrine: 2 CP

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Flyer Battlefield Role. Add 1 to their wound rolls for that attack.

Optimized Salvo: 1 CP

Use this Stratagem in your Shooting phase immediately before choosing targets for a DEATHWATCH unit from your army with the Special Issue Ammunition ability. Different models in that unit can use different kinds of ammunition for that attack; select which models will fire which type of ammunition before any hit rolls are made.

Clavis: 1 CP

Use this Stratagem in your Fight phase. Select an enemy VEHICLE within 1″ of a Watch Master from your army and roll a D6; on a 2+, the vehicle suffers D3 mortal wounds.

Decapitation Doctrine: 1 CP

Use this Stratagem before a DEATHWATCH unit from your army attacks in the Shooting or Fight phase. Until the end of the phase, re-roll failed wound rolls for attacks made by that unit that target the enemy Warlord.

Tactical Flexibility: 1 CP

Use this Stratagem at the start of your Movement phase. Select a DEATHWATCH unit from your army with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models. You can instead select a unit of DEATHWATCH Aggressors, Bikers or Inceptors with the Combat Squads ability that has 6 models, in which case the unit is immediately split into two separate units, each containing 3 models.

Tempest Shells: 1 CP

Use this Stratagem just before a Deathwatch Infantry model from your army attacks a VEHICLE with a weapon that can fire Special Issue Ammunition. You only make a single hit roll with the weapon this phase; however, if it hits, the target suffers D3 mortal wounds.

If your army is Battle-forged and includes any Deathwatch Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Deathwatch on the battlefield.

Duty Eternal: 1 CP

Use this Stratagem when a DEATHWATCH DREADNOUGHT model from your army is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that model, damage inflicted is reduced by 1.

Boltstorm: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.

Rapid Fire: 2 CP

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.

Target Sighted: 3 CP

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.

Big Guns Never Tire: 1 CP

Use this Stratagem in your Shooting phase, when a DEATHWATCH VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

Vengeance of the Machine Spirit: 2 CP

Use this Stratagem when a DEATHWATCH LAND RAIDERmodel or DEATHWATCH REPULSOR model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon)

Steady Advance: 1 CP

Use this Stratagem in your Shooting phase, when a DEATHWATCH INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a DEATHWATCH PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll)

Hero of the Chapter: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one DEATHWATCH CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Transhuman Physiology: 2 CP

Use this Stratagem when a DEATHWATCH unit from your army that is not a VEHICLE is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have

Wisdom of the Ancients: 1 CP

Use this Stratagem at the start of any phase. Select a Deathwatch Dreadnought from your army. Until the end of the phase, you can re-roll all hit rolls of 1 for DEATHWATCH units within 6″ of that Dreadnought.

Hunter-Slayer Missile: 1 CP

Use this Stratagem at the start of your Shooting phase. Select one Deathwatch Intercessors Use this Stratagem in your Shooting phase. Select one DEATHWATCH REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLEunit or MONSTER unit within 48″ of that model that is not within 1″ of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each DEATHWATCH REPULSOR model can only be selected for this Stratagem once per battle

Veteran Fury: 1 CP

Use this Stratagem in any phase. Select one DEATHWATCH TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

Hammer of Wrath: 2 CP

Use this Stratagem when a JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1″ of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.

Deathwatch Unique Items

  As of 05-06-2020 Deathwatch Unique Item groups are…

  • Relics of the Vigilant

(See tabs for details)

If your army is led by a Deathwatch Warlord, then before the battle you may give any one of the following items to a DEATHWATCH CHARACTER. Named characters such as Watch Captain Artemis already have one or more artefacts and cannot be given any of the following items. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced.

Banebolts of Eryxia

Models with the Special Issue Ammunition ability only. Add 1 to the Damage of any special issue ammunition fired by the bearer. In addition, for each wound roll of 6+ made for any special issue ammunition fired by the bearer, the target suffers a mortal wound in addition to the normal damage.

The Beacon Angelis

Once per battle, at the end of your Movement phase, the bearer can use the Beacon Angelis to teleport a friendly unit to his position. When he does so, select a DEATHWATCH INFANTRY or BIKER unit that is either on the battlefield, or that is in a teleportarium. In either case, remove this unit and then set it up wholly within 6″ of the bearer and more than 9″ from any enemy model (any model that cannot be set up is slain).

Dominus Aegis

Models with a storm shield only. The Dominus Aegis replaces the bearer’s storm shield. The bearer has a 3+ invulnerable save. In addition, if the bearer does not move in your Movement phase, then until the start of your next Movement phase, friendly DEATHWATCH models within 6″ of the bearer gain a 5+ invulnerable save.

The Osseus Key

Watch Masters only. Enemy VEHICLES subtract 1 from their hit rolls whilst they are within 9″ of this model. Each time the bearer fights, you can make one additional attack with the Osseus Key against an enemy VEHICLE within 1″ of them; if this attack hits, the target unit suffers D3 mortal wounds.

The Thief of Secrets

Models with a power sword only. The Thief of Secrets replaces the bearer’s power sword and has the following profile: The Thief of Secrets Melee S User AP-3 D2 Abilities: When setting up the bearer, pick one of the following keywords: ORK, TYRANID, T’AU EMPIRE, AELDARI or NECRONS. You can re-roll failed wound rolls for this weapon when attacking enemy units with that keyword.

The Tome of Ectoclades

At the start of each of your turns, pick a Mission Tactic. Until the start of your next turn, you can choose to apply either the effects of the Mission Tactic that is currently active or the Mission Tactic you have chosen for the Tome of Ectoclades to any DEATHWATCH unit from your army within 6″ of the bearer each time they attack.

Deathwatch Psychic Powers

As of 05-06-2020 Deathwatch Litanies & Psychic powers are…

  • Librarius Discipline
  • Litanies of Battle

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline using the list below. You can select the psychic powers you wish the psyker to have.

Veil of Time: WC 6

If manifested, pick an ADEPTUS ASTARTES unit within 18?. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

Might of Heroes: WC 6

If manifested, select an ADEPTUS ASTARTES model within 12?. Until the start of your next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.

Psychic Scourge: WC 6

If manifested, select a visible enemy unit within 18?. Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.

Fury of the Ancients: WC 7

If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.

Psychic Fortress: WC 5

If manifested, select a friendly ADEPTUS ASTARTES unit within 18?. Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.

Null Zone: WC 7

If manifested, then until the start of your next Psychic phase, invulnerable saves cannot be made for enemy units whilst they are within 6? of this psyker, and when a Psychic test is taken for an enemy within of this psyker, the result is halved rounded up.

Before the battle, generate the litanies for DEATHWATCH CHAPLAIN models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows. In addition, if your army is Battle-forged, CHAPLAINS in DEATHWATCH Detachments know the Invocation of Destruction litany in addition to any others they know.

Litany of Faith:

If this litany is inspiring, then when a model in a friendly DEATHWATCH unit within 6″ of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules.

Catechism of Fire:

If this litany is inspiring, select one friendly DEATHWATCH unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

Exhortation of Rage:

If this litany is inspiring, select one friendly DEATHWATCH unit within 6″ of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

Recitation of Focus:

If this litany is inspiring, select one friendly DEATHWATCH unit within 6″ of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

Mantra of Strength:

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

Canticle of Hate:

If this litany is inspiring, add 2 to charge rolls made for friendly DEATHWATCH  units whilst they are within 6″ of this model. In addition, when a friendly DEATHWATCH unit makes a pile-in or consolidate move within 6″ of this model, models in that unit can move up to an additional 3″. This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.

Deathwatch Warlord Traits

 

As of 05-06-2020 Deathwatch Warlord Trait groups are…

  • Universal Warlord Traits
  • Deathwatch Warlord Traits

(See tabs for details)

If your Warlord is a Character, it can use a Warlord trait. Choose your Warlord Trait immediately before either player stats to deploy their army

Legendary Fighter: 

If this Warlord charges in the Charge phase, add 1 to their Attack’s characteristic until the end of the ensuing Fight phase.

Inspiring Leader: 

Friendly units within 6″ of this Warlord can add 1 to their Leadership characteristic.

Tenacious Survivor:

Roll a dice each time this Warlord loses a wound. On a 6, does not lose the wound.

If a DEATHWATCH CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can select the one that best suits his preferred style of waging war.

Bane of Monstrosities:

You can re-roll failed wound rolls for your Warlord when attacking enemy VEHICLES or MONSTERS.

Lord of Hidden Knowledge:

Once per battle, if your Warlord is on the battlefield, you can re-roll a hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you use a Stratagem; on a 5+, you gain a Command Point.

Castellan of the Black Vault: 

Add 1 to the Damage characteristic of one weapon carried by your Warlord. Note that this cannot be a Relic of the Vigilant, and does not affect a weapon using the Banebolts of Eryxia.

The Watch Eternal:

Roll a D6 each time a DEATHWATCH model from your army within 6″ of your Warlord would lose their last wound. On a 6 the wound is not lost.

Vigilance Incarnate:

Once during the battle, at the start of your turn, you can choose to change your army’s current Mission Tactic for another one.

Nowhere to Hide: 

At the start of each of your Shooting phases, pick one enemy unit anywhere on the battlefield. For the duration of the phase, that unit does not receive the benefit of cover against attacks made by DEATHWATCH units from your army that are within 6″ of your Warlord.