Deathwatch 9th Edition

Deathwatch Supplement 9th edition was released on 11-07-20

Unit points throughout Time

UnitsBattlefield RoleChapter Approved 2020Forge World 2020Codex 2020Imperial Armour Compendium 2020Supplement 2020Munitorum Field Manual 2021 MK1
Tactical SquadTroops15-18---
Deathwatch VeteransTroops17---20-
ReiversTroops18-----
Assault Intercessor SquadTroops19-----
Black ShieldTroops19---25-
Vanguard VeteransTroops19-----
Intercessor SquadTroops20-----
Incursor SquadTroops21-----
TerminatorsTroops23-----
Infiltrator SquadTroops24-----
BikersTroops28-----
HellblastersTroops33-----
Infiltrator Helix AdeptTroops34-----
InceptorsTroops40----45
Heavy Intercessor SquadTroops--28---
Kill Team CassiusTroops----260-
SpartanLord of War-320-460--
Relic Spartan Assault TankLord of War-320----
AstraeusLord of War-500-675--
Astraeus Super-heavy TankLord of War-500----
CerberusLord of War-680-400--
Relic Cerberus Heavy Tank DestroyerLord of War-680----
FellbladeLord of War-690-600--
Relic Fellblade Super-heavy TankLord of War-690----
TyphonLord of War-720-350--
Relic Typhon Heavy Siege TankLord of War-720----
FalchionLord of War-790-600--
Relic Falchion Super-heavy TankLord of War-790----
MastodonLord of War-915-800--
Relic Mastodon Super-heavy transportLord of War-915----
Thunderhawk GunshipLord of War-1350-800--
Sokar Pattern StormbirdLord of War-2000-1000--
TechmarineHQ40-70---
LieutenantHQ65-70---
Primaris LieutenantHQ70-75---
Lieutenant in PhobosHQ78-80---
CaptainHQ80-85---
ChaplainHQ80-----
Watch CaptainHQ80-----
ChaplainHQ80-----
Primaris CaptainHQ85-90---
Primaris ChaplainHQ85-----
Primaris Watch CaptainHQ85-----
LibrarianHQ90-----
LibrarianHQ90-----
Captain in PhobosHQ93-95---
Captain in Terminator ArmorHQ95-100---
Chaplain CassiusHQ95---100-
Captain in CataphractiiHQ95-----
Chaplain in TerminatorHQ95-----
Primaris LibrarianHQ95-----
Chaplain in TerminatorHQ95-----
Primaris LibrarianHQ95-----
Watch Captain in TerminatorHQ95-----
Librarian in PhobosHQ98-100---
Captain on BikeHQ100-----
Captain in Gravis ArmourHQ105-115---
Librarian in TerminatorHQ105-----
Chaplain with Jump PackHQ105-----
Librarian in TerminatorHQ105-----
Watch Captain with Jump PackHQ105-----
Watch Captain ArtemisHQ110-----
Librarian with Jump PackHQ115-----
Watch MasterHQ125---125-
Primaris Chaplain on BikeHQ130-115---
Damocles Command RhinoHQ-120-90--
Codicier NatorianHQ----100-
Devastator SquadHeavy Support15-18---
Eliminator SquadHeavy Support28-30---
Hellblaster SquadHeavy Support33-----
Eradicator SquadHeavy Support40-40--45
Techmarine GunnerHeavy Support45-----
Centurion Devastator SquadHeavy Support60-70---
Thunderfire CannonHeavy Support85-120---
Firestrike Servo-turretHeavy Support90-90---
PredatorHeavy Support90-----
HunterHeavy Support95-110---
StalkerHeavy Support95-115---
WhirlwindHeavy Support125-125---
VindicatorHeavy Support130-130---
Land RaiderHeavy Support175-285---
Land Raider CrusaderHeavy Support215-285---
RepulsorHeavy Support230-315---
Land Raider RedeemerHeavy Support240-285---
Repulsor ExecutionerHeavy Support250-355---
Space Marine GunnersHeavy Support-15----
Rapier Weapons BatteryHeavy Support-20-85--
Tarantula Sentry GunHeavy Support-20----
Tarantula Sentry BatteryHeavy Support-70-40--
Mortis DreadnoughtHeavy Support-70----
Tarantula Air Defense BatteryHeavy Support-70----
Mortis DreadnoughtHeavy Support-70----
Deimos Relic PredatorHeavy Support-90----
Deimos Relic PredatorHeavy Support-90----
Contemptor Mortis DreadnoughtHeavy Support-105----
Deredeo DreadnoughtHeavy Support-150-190--
Relic Deredeo DreadnoughtHeavy Support-150----
Sicaran ArcusHeavy Support-175-155--
Relic Sicaran Arcus Strike TankHeavy Support-175----
Sicaran PunisherHeavy Support-180-155--
Land Raider PrometheusHeavy Support-180----
Relic SicaranHeavy Support-180----
Relic Sicaran PunisherHeavy Support-180----
Land Raider AchillesHeavy Support-190-320--
Land Raider AchillesHeavy Support-190----
Whirlwind ScorpiusHeavy Support-195-170--
Relic Whirlwind ScorpiusHeavy Support-195----
Sicaran Battle TankHeavy Support-200-165--
Sicaran VenatorHeavy Support-200-170--
Vindicator Laser DestroyerHeavy Support-200-175--
Deimos Vindicator Laser DestroyerHeavy Support-200----
Relic Sicaran Omega Tank DestroyerHeavy Support-200----
Relic Sicaran VenatorHeavy Support-200----
Land Raider HeliosHeavy Support-205----
Land Raider ProteusHeavy Support-210-225--
Relic Land Raider ProteusHeavy Support-210----
Leviathan DreadnoughtHeavy Support-220----
Relic Leviathan DreadnoughtHeavy Support-220----
Predator AnnihilatorHeavy Support--130---
Predator DestructorHeavy Support--140---
Gladiator LancerHeavy Support--200---
Gladiator ReaperHeavy Support--230---
Gladiator ValiantHeavy Support--250---
Stormtalon GunshipFlyer105-165---
Stormhawk InterceptorFlyer115-185---
Corvus BlackstarFlyer140---180-
Stormraven GunshipFlyer240-310---
Xiphon InterceptorFlyer-110-235--
Storm Eagle Assault GunshipFlyer-230-335--
Fire Raptor GunshipFlyer-280-340--
Assault SquadFast Attack15-18---
Bike SquadFast Attack25-30---
Scout Bike SquadFast Attack25-30---
BikersFast Attack28-----
Asault Bike SquadFast Attack30-45---
Suppressor SquadFast Attack33-100---
Inceptor SquadFast Attack40-----
InceptorsFast Attack40-----
Land SpeedersFast Attack45-75---
Outrider SquadFast Attack45----50
Invader ATVFast Attack80-----
Land Speeder TempestFast Attack-60-115--
Javelin Attack SpeederFast Attack-70-125--
Relic Javelin Attack SpeederFast Attack-70----
Deathstrom Drop PodFast Attack-120----
Storm Speeder HailstrikeFast Attack--150---
Storm HammerstrikeFast Attack--170---
Storm ThunderstrikeFast Attack--175---
Veteran Bike SquadFast Attack----30-
ServitorsElites7-30---
Scout SquadElites14-----
Vanguard Veteran SquadElites17-19---
Company VeteransElites17-20---
Sternguard Veteran SquadElites17-20---
Reiver SquadElites18-----
ReiversElites18-----
Vanguard veteransElites19-----
Terminator Assault SquadElites23-33---
Terminator SquadElites23-38---
Tartaros Terminator SquadElites23-----
TerminatorsElites23-----
Cataphractii Terminator SquadElites26-----
Bladeguard Veteran SquadElites35-----
Company ChampionElites40-55---
Aggressor SquadElites40-----
Centurion Assault SquadElites45-55---
ApothecaryElites55-75---
Primaris ApothecaryElites60-80---
DreadnoughtElites70-120---
Ironclad DreadnoughtElites70-135---
DreadnoughtElites70-----
Chapter ChampionElites75-----
Company AncientElites75-----
Primaris AncientElites80-80---
Venerable DreadnoughtElites85-135---
Bladeguard AncientElites85-----
JudiciarElites85-----
Venerable DreadnoughtElites85-----
Ancient in TerminatorElites90-100---
Chapter AncientElites100-----
Contemptor DreadnoughtElites105-150---
Redemptor DreadnoughtElites125-175---
Invictor Tactical WarsuitElites135-160---
Siege DreadnoughtElites-80----
Relic Contemptor DreadnoughtElites-105-140--
Veteran Intercessor SquadElites--22---
Relic Terminator SquadElites--34---
Deathwatch Terminator SquadElites----33-
Primaris ApothecaryElites------
Land Speeder StormDedicated Transport40-55---
Drop PodDedicated Transport65-70---
RhinoDedicated Transport75-80---
RazorbackDedicated Transport80-110---
ImpulsorDedicated Transport100-110---
RepulsorDedicated Transport230-----
Dreadnought Drop PodDedicated Transport-80-70--
Infernum Pattern RazorbackDedicated Transport-80----
Lucius Dreadnought Drop PodDedicated Transport-80----
Terrax-pattern TermiteDedicated Transport-130-180--
AquilaUpgrade----25-
DominatusUpgrade----25-
FurorUpgrade----35-
MalleusUpgrade----35-
PurgatusUpgrade----25-
VenatorUpgrade----25-
UnitBattlefield RoleChapter Approved 2020ForgeworldCodex 2020Imperial Armour Compendium 2020Supplement 2020Munitorum Field Manual 2021 MK1

Deathwatch Special Rules

Chapter Tactics: All ADEPTUS ASTARTES units with this ability, and all the models in them, gain a Chapter Tactic so long as every unit in their Detachment is from the same Chapter. The tactic gained depends upon which Chapter they are from. If your Chapter does not have an associated Chapter Tactic, you must instead select Successor Tactics for them.

Angels of Death: This unit has the following abilities: And They Shall No Fear, Bolter Discipline, Shock Assault, and Combat Doctrines.

And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.

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 (excluding Centurion models) and every model in its unit remained stationary in your previous Movement phase. The firing model is a TERMINATOR or BIKER. 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 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 Doctrines: If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows: During the first battle round, the Devastator Doctrine is active for your army. During the second battle round, the Tactical Doctrine is active for your army. At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army. During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army. Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).’

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.

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.

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.

If every model in your army has the Deathwatch keyword, and your Warlord has the Deathwatch keyword you can select secondary objectives or select one of them to be from the Deathwatch secondary objectives. Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives. 

Battlefield Supremacy

Secondary Objective – The Long Vigil:
Score 5 victory points at the start of your Command phase if there are no enemy units within 6″ of your deployment zone and there is at least one Deathwatch unit from your army wholly within your deployment zone. You cannot score this Secondary objective during the first battle round.

Purge the Enemy

Secondary Objective – Cull Order:
If you selected this secondary objective, then after both sides have finished deploying, starting with your opponent, both players alternate selecting Battlefield rolls from the units in their opponent’s army until three different Battlefield roles have been selected. If their opponent’s army does not include units with three Battlefield Roles, select as many as possible. At the end of the battle, for each Battlefield Role that was selected, score 5 victory points if every enemy unit in your opponent’s army with that Battlefield Role has been destroyed.

Shadow Operations

Secondary Objective – Cripple Stronghold:
If you select this secondary objective, then after both sides have finished deploying, your opponent must select one objective marker on the battlefield to be the location of their Stronghold objective marker. If you selected this secondary objective, then DEATHWATCH INFANTRY units from your army can attempt to the following action: Cripple Stronghold: One DEATHWATCH INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of the Stronghold objective market and no enemy units are within range of that objective marker. This action is completed at the start of your next Command phase so long as the unit performing the action is still within range of the same objective marker. Score 6 victory points each time a unit from your army successfully completes this action.

No Mercy, No Respite

Secondary Objective – Suffer Not the Alien:
Score 1 Victory point at the end of the battle for each enemy TYRANIDS, AELDARI, ORK, NECRONS and T’AU EMPIRE unit destroyed by a DEATHWATCH unit from your army during the battle. 

Special Issue Ammunition: Special-issue Ammunition: Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:

  • Dragonfire Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, the target does not receive the benefits of cover against that attack.
  • Hellfire Rounds: Each time an attack is made with a weapon firing this special-issue ammunition against a unit that does not have the VEHICLE or TITANIC keyword, add 1 to that attack’s wound roll.
  • Vengeance Rounds: Each time an attack is made with a weapon firing this special-issue ammunition, add 1 to the Damage characteristic of that attack.
  • Kraken Bolts: Each time an attack is made with a weapon firing this special-issue ammunition, add 6″ to the Range characteristic and improve the Armour Penetration characteristic of that attack by 1 (this is cumulative with the Armour Penetration bonus conferred by Combat Doctrines.

Mission Tactics: Do not use the rules in Codex: Space Marines to determine which combat doctrine is active for your army during each battle round. Instead at the start of each battle rand, select the combat doctrine. The combat doctrine you select is active for your army until the end of that battle round. However when selecting a combat doctrine at the start of the battle round:

  • You cannot select the Devastator Doctrine to be active for your army more than once during the battle.
  • You cannot select the Tactical doctrine to be active for your army more than twice during the battle.
  • You cannot select the Assault Doctrine to be active for your army more than three times during the battle.

Mixed Unit: If this unit contains models with different Toughness characteristics, each time an attack is made against this unit, use the Toughness characteristic of the majority of the models in this unit when determining what roll is required for that attack to successfully wound. If two or more Toughness characteristics are tied for majority, the controlling player selects one of the tied values to be the majority value.

Kill Teams: A KILL TEAM unit can be comprised of models from several different ADEPTUS ASTARTES datasheets, as described below. You can add any number of KILL TEAM units to your army, subject to the usual restrictions. Each KILL TEAM unit has the Troops Battlefield Role. A KILL TEAM unit includes between 5 and 10 models. 

Proteus Kill Team

A PROTEUS KILL TEAM contains: 1 Watch Sergeant; 4 Deathwatch Veterans. You can add any 5 of the following models to this unit: 1 Deathwatch Veteran, 1 Deathwatch Terminator, 1 Veteran Biker, 1 Vanguard Veteran. 

Abilities: Veteran Bikers can only use Turbo-boost abilities if their unit only contains Veteran Biker models. 

Keywords: A PROTEUS KILL TEAM unit has the following keywords: INFANTRY, CORE, KILL TEAM, PROTEUS. In additon, the unit gain the following keywords: While a PROTEUS KILL TEAM unit contains any Vanguard Veterans, it has the MELTA BOMBS keyword. While a PROTEUS KILL TEAM only contains Vanguard Veterans wtih jump packs, it has the FLY keyword. While a PROTEUS KILL TEAM unit only contains Deathwatch Terminators, it has the TERMINATOR keyword. While a PROTEUS KILL TEAM unit only contains Veteran Bikers, it has the BIKER keyword. 

Fortis Kill Team

A FORTIS KILL TEAM contains: 1 Intercessor Sergeant; 4 Intercessors. You can add any 5 of the following models to this unit: 1 Intercessor, 1 Assault Intercessor, 1 Outrider, 1 Hellblaster.

Wargear Options: Any Intercessor or Intercessor Sergeant can have their bolt rifle replaced with one of the following: 1 auto bolt rifle; 1 stalker bolt rifle. Any Hellblaster can have their plasma incinerator replaced with one of the following: 1 assault plasma incinerator; 1 heavy plasma incinerator.

Abilities: The Devastating Charge ability only applies to Outriders in this unit. Outriders can only use the Turbo-boost ability if their unit only contains Outriders.

Keywords: A FORTIS KILL TEAM unit has the following keywords: INFANTRY, CORE, PRIMARIS, KILL TEAM, FORTIS. In addition, the unit can gain the following keywords: While a FORTIS KILL TEAM only contains Outriders it has the BIKER Keyword.

Indomitor Kill Team

A INDOMITOR KILL TEAM contains: 1 Heavy Intercessor Sergeant; 4 Heavy Intercessors. You can add any 5 of the following models to this unit: 1 Heavy Intercessor, 1 Aggressor, 1 Inceptor, 1 Eradicator.

Wargear Options: Any Heavy Intercessor or Heavy Intercessor Sergeant can have their heavy bolt rifle replaced with one of the following: 1 heavy auto bolt rifle; 1 heavy stalker bolt rifle. Any Aggressor can have their 2 auto boltstorm gauntlets and 1 fragstorm grenade lancher replaced with: 2 flamestorm gauntlets. Any Inceptor can have their 2 assault bolters replaced with 2 plasma exterminators. Any Eradicator can have their melta rifle replaced with 1 heavy melta rifle.

Abilities: Only Eradicators in this unit can shoot twice when this unit uses Total Obliteration ability. 

Keywords: A INDOMITOR KILL TEAM has the following keywords: INFANTRY, CORE, PRIMARIS, MK X GRAVIS, KILL TEAM, INDOMITOR. In addition, the unit can gain the following keywords: While an INDOMITOR KILL TEAM unit only contains Inceptors, it has the FLY keyword. 

Spectrus Kill Team

A SPECTRUS KILL TEAM contains: 1 Infiltrator Sergeant; 4 Infiltrators. You can add any 5 of the following models to this unit: 1 Infiltrator, 1 Incursor, 1 Reiver, 1 Eliminator.

Wargear Options: A SPECTRUS KILL TEAM has the following additional wargear options: Any Reiver can have their combat blade replaced with 1 bolt carbine. Any Eliminator can have their bolt sniper rifle replaced with 1 las fusil.

Abilities: The Omni-scramblers ability only applies while there are any Infiltrators or Infiltrator Sergeants in this unit. The Multi-spectrum Array ability only applies to Incursors in this unit. The Terror Troops ability only applies while there are any Reivers in this unit.  

Keywords: A SPECTRUS KILL TEAM has the following keywords: INFANTRY, CORE, PRIMARIS, PHOBOS, KILL TEAM, SPECTRUS. In addition, the unit can gain the following keywords: While an SPECTRUS KILL TEAM unit only contains any Reivers it has the SHOCK GRENADES keyword. 

Kill Team Specialisms

If your army is Battle-forge and includes any DEATHWATCH Detachments then when you muster your army, you can upgrade any KILL TEAM units from your army to have a Specialism. Each time you upgrade a unit to have a Specialism, it gains a keyword that matches its Specialism and the associated ability below. These units are still considered to be the same datasheet for the purposes of any mission rules that limit the number of times any particular datasheet can be included in your army. Any army cannot contain more than one KILL TEAM unit with the same Specialism.

Aqulia: After selecting a Battlefield Role for the purposes of the Xenos Hunters Chapter Tactical for your army, select one additional Battlefield Role. Until the end of the battle, each time a model in this unit makes an attack against an enemy unit with either of the selected Battlefield Rolls, re-roll a wound roll of 1

Dominatus: Each time a model in this unit makes an attack against an enemy unit with the elites Battlefield Role, re-roll a wound roll of 1. If you selected the Elites Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Furor: Each time a model in this unit makes an attack against an enemy unit with the Troops Battlefield Roll, re-roll a wound roll of 1 for that attack. If you selected the Troops Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Malleus: Each time a model in this unit makes an attack against an enemy unit with the Heavy Support, Lord of War or Dedicated Transport Battlefield Roll, re-roll a wound roll of 1 for that attack. If you selected the Heavy Support, Lord of War or Dedicated Transport Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Purgatus: Each time a model in this unit makes an attack against an enemy unit with the Troops Battlefield Roll, re-roll a wound roll of 1 for that attack. If you selected the Troops Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Venator: Each time a model in this unit makes an attack against an enemy unit with the Fast Attack or Flyer Battlefield Roll, re-roll a wound roll of 1 for that attack. If you selected the Fast Attack or Flyer Battlefield Role for the Xenos Hunters Chapter Tactic, each time a model in this unit makes an attack against an enemy unit with that Battlefield Role, you can re-roll the wound roll.

Deathwatch Stratagems

As of 11-07-2020 Deathwatch Stratagems groups are…

  • Core Stratagems
  • Space Marine Stratagems
  • Deathwatch Stratagems

(See tabs for details)

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6″ of the destroyed model when they disembark instead of the normal 3″ before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

If your army is Battle-forged and includes any Space Marine 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 Space Marine on the battlefield.

Death of the Traitors: 1 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a HERETIC ASTARTES unit, you can re-roll the hit roll.

Honour the Chapter: 2 CP

Use this Stratagem at the end of the Fight phase. Select one ASSAULT INTERCESSOR SQUAD unit from your army that is within Engagement Range of any units; that unit can fight again.

Fury of the First: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES unit from your army is select to shoot, or in the Fight phase, when an ADEPTUS ASTARTES unit from your army is selected to fight. Until the end of the phase, each time a TERMINATOR model in that unit makes an attack, add 1 to that attack’s hit roll.

Transhuman Physiology: 1 / 2 CP

Use this Stratagem in any phase, when a PRIMARIS unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. If that unit contains 5 or fewer models, this Stratagem costs 1 CP; otherwise, it costs 2CP.

Rapid Fire: 2 CP

Use this Stratagem at the end of your Shooting phase. Select one INTERCESSOR SQUAD or VETERAN INTERCESSOR SQUAD unit from your army; that unit can shoot again.

Gene-Wrought Might: 1 CP

Use this Stratagem in the Fight phase, when a PRIMARIS unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.

Unyielding in the Face of the Foe: 1 CP

Use this Stratagem in any phase, when a MK X GRAVIS unit from your army selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.

Only In Death Does Duty End: 2 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do no remove that model from play –  it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is when removed.

Armour of Contempt: 1 CP

Use this Stratagem in any phase, when an ADEPTUS ASTARTES VEHIVLE model from your army would lose a wound as the result of a mortal wound. Until the end of the phase, each time that model would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that would is not lost.

Power of the Machine Spirit: 2 CP

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES MACHINE SPIRIT Model from your army. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. 

Wisdom of the Ancients: 1 CP

Use this Stratagem in your Command phase. Select one ADEPTUS ASTARTES DREADNOUGHT model from your army. Until that start of your next Command phase, that model gains either the Rites of Battle abilities or the Tactical Precision ability, as shown below: Rites of Battle: While a friendly <CHAPTER> CORE unit is within 6? of this model, each time a model in that unit makes an attack, re-roll a hit roll a 1. Tactical Precision: While a friendly <CHAPTER> CORE unit is within 6? of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.

Commanding Oratory: 2 CP

Use this Stratagem at the start of any of your phases other than your Command phases. Select one ADEPTUS ASTARTES CHAPLAIN unit from your army that has not recited a litany this turn. That model can recite one litany that has not already been recited by a friendly model this turn. That litany is automatically inspiring and takes effect until the start of your next Command phase. 

Combat Revival: 1 CP

Use this Stratagem at the end of your Movement phase. Select <CHAPTER> APOTHECARY unit from your army and then select one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit that is not at its Starting Strength and is within 3? of that APOTHECARY. One of the selected unit’s destroyed models is returned to its unit with its full wounds remaining. 

Relic of the Chapter: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and give them one Chapter Relic. Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle. 

Hero of the Chapter: 1 CP

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the ADEPTUS ASTARTES keyword. Select one ADEPTUS ASTARTES CHARACTER model from your army and determined one Warlord Trait for it; that model is it only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique, and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a (twice) Strike Force battle or an (three) Onslaught battle.

Hit-and-Run Warfare: 1 CP 

Use this Stratagem before the battle, after nominating your Warlord. Select one Adeptus Astartes 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.

Hammer of Wrath: 2 CP

Use this Stratagem in your Charge phase, when an ADEPTUS ASTARTES JUMP PACK unit from your army finishes a charge move. Select one enemy unit within Engagement Range of that JUMP PACK unit and roll one D6 for each model in that JUMP PACK that is within ENGAGEMENT RANGE of that enemy unit. For each dice result that equals or exceeds that enemy unit’s Toughness characteristic, it suffers 1 mortal wound.

Skilled Riders: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES BIKER, LAND SPEEDER or STORM SPEEDER unit from your army that Advanced is selected as the target of a ranged attack. Until the end of the phase, each time an attack is made against that unit, subject 1 from that attack’s hill roll.

Uncompromising Fire: 1 CP

Use this Stratagem in your Shooting phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is performing an action. That unit can shoot this phase without that action failing. 

Steady Advance: 1 CP

Use this Stratagem in your Movement phase, when an ADEPTUS ASTARTES INFANTRY unit from your army makes a Normal Move. Until the end of the turn, that unit is considered to have Remained Stationary.

Adaptive Strategy: 2 CP

Use this Stratagem in your Command phase, if a <CHAPTER> WARLORD from your army is on the battlefield and a combat doctrine is active for your army. Select one <CHAPTER> Core unit from your army that is on the battlefield. Until the start of your next Command phase, each time a model in that unit makes an attack, the Devastator, Tactical, Assault Doctrine are considered to be active for that attack. 

Suppression Fire: 1 CP

Use this Stratagem in your Shooting phase, when a WHIRLWIND model from your is select to shoot. Until the end of the phase, each time that model makes an attack with a weapon that has the Blast ability, if a hit is scored for that attack, then until the start of your next turn the target cannot fire Overwatch or Set to Defend, and cannot be selected to fight until all eligible units from your army have done so.

Terror Troops: 2 CP

Use this Stratagem in your Command phase. Select Reiver unit from your army. That units gains the following ability: Terror Troops: Until the start of your next Command phase, while an enemy unit is within 3? of that unit, it loses the Objective Secured ability and any similar abilities that allow them to control an objective marker regardless of the number of enemy models within range of that objective marker. Until the end of the turn, each time that REIVER unit ends a Normal Move, an Advance or charge move within 3? of an enemy unit that is performing an action, roll 2D6: if the total exceeds that enemy unit’s Leadership characteristic, the action the unit is attempting to perform immediately fails.

Guerilla Tactics: 1 CP

Use this Stratagem in your Movement phase, when a Phobos unit from your army that is more than 6? from any enemy models is selected to move. If the mission you are playing is using the Strategic Reserves rule, place that unit into Strategic Reserves.

Orbital Bombardment: 3 CP

Use this Stratagem in your Command phase, if an ADEPTUS ASTARTES WARLORD from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6? of the centre of that marker, adding 1 if the unit being rolled for is within 3? of the centre of the marker and subtracting 1 if the unit being rolled for is a Character. On a 2-5, that unit suffers D3 mortal wounds, and on a 6+, that unit suffers D6 mortal wounds, The marker is then removed. You can only use this Stratagem once.

Auspex Scan: 2 CP

Use this Stratagem at the end of the Reinforcements step of your opponent’s Movement phase. Select one ADEPTUS ASTARTES INFANTRY unit from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12? of their unit when doing so.

Termor Shells: 1 CP

Use this Stratagem in your SHooting phase, when selecting a target for a THUNDERFIRE CANNON model from your army. Until the end of the phase, each time that model makes a ranged attack, subtract 1 from the attack’s wound roll, and, if a hit is scored against a target that is not TITANIC and cannot FLY, then until the start of your next Movement phase, halve the Move characteristic of models in the target unit and sibtract 2 from Advance rolls and charge rolls made for that unit. 

Shock and Awe: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES SHOCK GRENADE or LAND SPEEDER STORM unit from your army is selected to shoot. Select one enemy unit within 6? of that unit. Until the start of your next turn: The selected unit cannot fire Overwatch or Set to Defend. Each time a model is the selected unit makes an attack subtract 1 from the attack’s hit roll.

Melta Bomb: 1 CP

Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES MELTA BOMB unit from your army is selected to fight. Select one model in that unit; that model can only make one attack this phase, and must target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers 2D3 mortal wounds and the attack sequence ends. 

Grav Pulse: 1 CP

Use this Stratagem in either: Your movement phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army Falls Back. Until the end of the turn, that unit is still eligible to shoot even though it Fell Back. Your opponent’s Charge phase, when an ADEPTUS ASTARTES REPULSOR FIELD unit from your army is selected as a target of a charge. Until the end of the phase, subtract 2 from charge rolls made for any unit that declares a charge against that REPULSOR FIELD unit. 

Hellfire Shells: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter, hellstorm heavy bolter, or an ececutor heavy bolter. You can only make one attack with that weapon this phase, but if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends; if the hit is against a MONSTER unit that unit siffers 3 mortal wounds instaad.

Flakk Missile: 1 CP

Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY model from your army targets and AIRCRAFT unit with a missile launcher. You can only make one attack with that weapon this phase, but add 1 to that attack’s hit roll. If a hit is scored, the target suffers 2D3 mortal wounds and the attack sequence ends. 

Smokesscreen: 1 CP

Use this Stratagem in your opponent’s Shooting phase, when an ADEPTUS ASTARTES SMOKESCREEN unit from your army is selected the target of an attack. Unit the end of the phase, each time an attack is made against that unit, substract 1 from that attack’s hit roll.

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.

Death to the Alien: 1 CP

Use this Stratagem in the Fight phase, when a DEATHWATCH unit from your army is slected to fight. Until the end of the phase, while that unit is within Engagement Range of any TYRANIDS, AELDARI, ORK, NECRONS, or T’AU EMPIRE units, add 1 to the Attacks characteristic of models in that unit.

Prognosticating Volley: 1 CP

Use this Stratagem in your Shooting phase, when a DEATHWATCH unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes a ranged attack against an AELDARI unit, you can ignore any or all hit roll and Ballistic Skill modifiers for that attack.

Synaptic Severance: 1 CP

Use this Stratagem in your Shooting phase or the Fight phase, when a DEATHWATCH unit from your army is selected to shoot or fight. Until the end of the phase, each time a model in that unit makes an attack against a TYRANIDS SYNAPSE unit, an unmodified hot roll of 6 automatically wounds the target. 

Adaptive Tactics: 2 CP

Use this Stratagem in your Command phase, if a WATCH MASTER unit from your army is on the battlefield. Change the Battlefield Role selected for the purposes of the Xenos Hunters Chapter Tactic for your army. You can only use this Stratagem once. 

Atonement Through Honour: 1 CP

Use this Stratagem in your opponent’s Charge phase. Select one DEATHWATCH unit from your army that contains a Black Shield. That unit can perform a Heroic Intervention this phase as if it were a CHARACTER unit. 

Sanction of the Black Vault: 1 CP

You can use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the DEATHWATCH keyword. Select one DEATHWATCH model in your army that has the word ‘Sergeant’ in their profile. That model can have one of the following Relics of the Watch Fortresses, even though they are not a CHARACTER: Artificer Armour, Master-crafted Weapon, Digital Weapons, Banebolts of Eryxia, Artificer Bolt Cache. Each Relic in your army must be unique, and you cannot this Stratagem to give a model two Relics. You can only use this Stratagem once. 

A Vigil Unmatched: 1 CP

Use this Stratagem after nominating a DEATHWATCH CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Deathwatch Warlord Traits table. Each Warlord Trait in your army must be unique. You can only use this Stratagem once.

Stem the Green Tide: 2 CP

Use this Stratagem in the Charge phase, after an enemy ORK unit has declared a Charge against one or more DEATHWATCH units from your army. The DEATHWATCH units that were selected as a target of that charge can fire Overwatch at that ORK unit. Until the end of the phase, if any models from that ORK units are destroyed as a result of Overwatch, subtract 2 from charge rolls made for that unit.

Priority Doctrine Adoption: 1 CP

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one combat doctrine. Until the start of your next Command phase, that unit gains the bonus of the combat doctrine you selected instead of the active combat doctrine. You can only use this Stratagem if every unit from your army has the DEATHWATCh keyword. 

Targeting Scramblers: 1 CP

Use this Stratagem in your opponent’s Shooting phase, after a T’AU EMPIRE unit has resolved its shooting attacks against a DEATHWATCH unit from your army. Remove all markerlight counters from that DEATHWATCH unit.

Overkill: 1 CP

Use this Stratagem in your Shooting phase or the FIght phase, after making attacks with a DEATHWATCH unit from your army against a NECRONS unit. Your opponent must subtract 1 from Reanimation Protocol rolls made for that NECRONS unit as a result of those attacks. 

Brotherhood of Veterans: 2 CP

Use this Stratagem in your Command phase. Select one DEATHWATCH unit from your army, then select one Chapter Tactic or Successor Tactic. Until the end of the turn, models in that unit have that Chapter Tactic or Successor Tactic instead of the Xenos Hunters Chapter Tactic.

Disruptive Launch: 1 CP

Use this Stratagem in your Movement phase, when a DEATHWATCH JUMP PACK unit, INDOMITOR KILL TEAM unit that contains an Inceptor, or PROTEUS KILL TEAM unit that contains a Vanguard Veteran with jump pack from your army Falls Back. That unit is eligible to shoot even through it Fell Back this turn. 

Teleportarium: 1 CP

Use this Stratagem during deployment, Select one DEATHWATCH INFANTRY, DEATHWATCH DREADNOUGHT or DEATHWATCH BIKER unit from your army. All models in that unit gain the Teleport Strike ability. You can only use this Stratagem twice in a Strike Force of three times in an Onslaught battle. 

Relentless Assault: 1 CP

Use this Stratagem in your Movement phase, when a DEATHWATCH BIKER unit, or a KILL TEAM unit that contains a Veteran Biker or Outrider from your army Falls back. That unit is eligible to charge even though it Fell Back this turn. 

Shroud Field: 2 CP

Use this Stratagem at the start of the first battle round. Select one CORVUS BLACKSTAR unit from your army. Until the end of the battle round, that unit cannot be selected as a target for ranged attacks unless it is the closest eligible target to the firing model. 

Clavis: 1 CP

Use this Stratagem at the start of the Fight phase. Select one enemy Vehicle unit within 1″ of a WATCH MASTER unit from your army. That unit suffers D3 mortal wounds. Until the end of the phase, that unit is not eligible to fight until after all eligible units from your army have done so.

Special-Issue Loadout: 2 CP

Use this Stratagem in your Shooting phase, when you select a DEATHWATCH INFANTRY unit from your army to shoot. Until the end of the phase, bolt weapons excluding bolt sniper rifles without the Special-issue Ammunition ability that models in that unit are equipped with gain that Special-issue Ammunition ability and their Type characteristic is change to Heavy 1. 

Deathwatch Unique Items

  As of 11-07-2020 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.

Beacon Angelis

Once per battle, if the bearer did not arrive as Reinforcements this turn, it can active the Beacon Angelis. In the Reinforcements step of your Movement phase, you can select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit that is either on the battlefield and did not arrive as Reinforcements this turn, is in a teleportarium chamber or is in Strategic Reserves. Removes that unit and set it up as Reinforcements wholly within 6″ of the bearer and more than 9″ away from any enemy models.

Dominus Aegis

Model with a storm shield, relic shield or combat shield only. This Relic replaces a storm shield, relic shield or combat shield. Add 1 to armour saving throws made for the bearer. The bearer has the following ability: ‘Dominus Aegis (Aura): While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit is within 6″ of the bearer, models in that unit have a 5+ invulnerable save.’

Osseus Key

WATCH MASTER only. The bearer has the following aura abilities: While an enemy VEHICLE unit is within 12″ of the bearer, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll. While an enemy VEHICLE unit is within 12″ of the bearer, subtract 1 from the Attacks characteristic of each model in that unit.

The Tome of Ectoclades

Once per battle, in your Command phase, you can use the Tome of Ectoclades. If you do, select one datasheet used by a unit from your opponent’s army. Until the start of your next Command phase, the bearer has the following ability: ‘Tome of Ectoclades (Aura): While a friendly DEATHWATCH CORE unit is within 6″ of the bearer, each time a model in that unit makes an attack agains ta unit belonging to the selected datasheet, you can re-roll the wound roll

The Thief of Secrets

Models with a power sword only, master-crafted power sword, or xenophase blade only. The Thief of Secrets replaces the bearer’s weapon and has the following profile: The Thief of Secrets Melee S+1 AP-4 D1 Abilities: Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. Each time an attack made with this weapon is allocated to a TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE model, that attack has a Damage characteristics of 2.

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.

Adamantine Mantle

When model with this Relic would lose wound, roll one D6; on 5+ that wound is not lost.

Artificer Armour

A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.

Master-Crafted Weapon

When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.

Digital Weapons 

When model with this Relic fights, it can make additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if hit is scored the target suffers mortal wound and the attack sequence ends.

The Blackweave Shroud

Add 1 to the Toughness characteristic of the bearer. Each time the bearer would lose a wound as a result of a mortal wound, roll one D6; on a 4+, that wound is not lost.

Spear of the First Vigil

Model equipped with vigil spear only. This Relic replaces a vigil spear with the Spear of the First Vigil. Spear of the First Vigil Melee S+2 AP-3 D3. Ranged 24″ Rapid Fire 2″ S4, AP-1, D2 Abilities: Special-issue Ammunition.

The Soul Fortress

LIBRARIAN model only. Each time a Psychic test is taken for the bearer, youc an ignore any and all modifiers on that test. Increase the range of the bearer’s Psychic Hood ability to 24″.

Bane Bolts of Eryxia

When you select this Relic, select one bolt weapon the bearer is equipped with. When that model is chosen to shoot with, you can choose for that weapon to fire a Banebolt of Eryxia. If you do, you can only make one attack with that weapon, but that attack has a Strength characteristic of 6, an AP characteristic of -2 and a Damage of 3.

Vhorkan-Pattern Auspicator

The bearer has the following ability: ‘Omnikinopticon (Aura): While a friendly DEATHWATCH CORE unit is within 6″ of the bearer, each time a model in that unit makes a ranged attack against a unit that can FLY, add 1 to that attack’s hit roll.’

Artificer Bolt Cache

Bolt weapons that the bearer is equipped with gain the Special-issue Ammunition ability.

Eye of Abiding

Each time the bearer makes an attack, you can ignore any and all hit roll, wound roll, Ballistic Skill and Weapon Skill modifiers for that attack. Each time the bearer makes an attack, on an unmodified wound roll of a 6, invulnerable saving throws cannot be made against that attack.

Deathwatch Psychic Powers

As of 11-07-2020 Deathwatch Litanies & Psychic powers groups are…

  • Xenopurge Discipline
  • Obscuration Discipline
  • Litanies of Battle

(See tabs for details)

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Xenopurge discipline using the table below.

Permorphic Resonance: WC 6

If manifested, select one friendly DEATHWATCH unit within 18″ of this PSYKER. Until the start of your next Psychic phase: Any Overwatch attacks made by that unit score hits on rolls of 5+. If that unit starts the Fight phase within Engagement Range of any enemy models, it can fight first in that phase. Each time a melee attack is made by a model in that unit, add 1 to that attack’s hit roll

Fortified With Comtempt: WC 6

If manifested, select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit within 18″ of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.

Neural Void: WC 7

If manifested, select one enemy unit within 18″ of this PSYKER. Until the start of your next Psychic phase: Subtract 1 from the Attacks characteristic of models in that unit. Each time a charge is declared for that unit, only the closest enemy unit can be selected as the target of that charge

Psychic Cleanse: WC 6

If manifested, roll one D6 for each enemy model within 9″ of this PSYKER; on a 6, that model’s unit suffers 1 mortal wound.

Mantle of Shadow: WC 6

 If manifested, select one friendly DEATHWATCH INFANTRY unit within 12″ of this PSYKER. Until the start of your next Psychic phase, if that unit does not shoot or declare a charge, enemy models cannot target that unit with ranged attacks unless they are within 12″ of it or it is the closest eligible unit.

Severance: WC 7

 If manifested, select one enemy CHARACTER unit within 18″ of this PSYKER. That unit suffers 1 mortal wound. Until the start of your next Psychic phase, reduce the range of that unit’s aura abilities by 3″ (if the result of the Psychic test was greater than that CHARACTER unit’s Leadership characteristic, then until the start of your next Psychic phase, enemy units cannot benefit from that unit’s aura abilities).

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Obscuration Discipline by selecting the psychic powers you wish the psyker to have.

Shrouding: WC 6

If manifested, select one friendly <Chapter> Phobos unit within 18? of this Psyker. Until the start of your next Psychic phase, unless that unit is the closest eligible target, enemy models cannot target that unit with ranged attacks.

Soul Sight: WC 6

If manifested, select one Friendly <Chapter> Phobos unit within 18? of this Psyker. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, you can re-roll the hit roll and the target does not receive the benefits of cover against that attack.

Temporal Corridor: WC 5

If manifested, select one friendly <Chapter> Phobos unit within 6? of this Psyker. That unit cannot shoot or fight this turn. If that unit is not within Engagement Range of any enemy models, it can either make a Normal Move or it can Advance as if it were your Movement phase (if it Advances, do not make an Advance roll: instead, util the end of the phase, add 6? to the Move characteristic of models in that unit).

Hallucination: WC 6

 If manifested, select one enemy unit within 18? of and visible to this Psyker. Until the start of your next Psychic phase, subtract 1 from the Leadership characteristic of models in that unit. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll.

Tenebrous Curse: WC 7

If manifested, select one enemy unit that cannot Fly and is within 18? of and visible to this Psyker. That unit suffers 1 mortal wound. Malediction: Tenebrous Curse has a warp charge value halve that unit’s Move characteristic and subtract 2 from Advance rolls and charge rolls made for it.

Mind Raid: WC 6

If manifested, select one enemy model within 18? of and visible to this Psyker. That model’s unit suffers 1 mortal wound. If that model is a Character, roll 3D6: if the result is equal to or greater than that model’s Leadership characteristic, you gain 1 Command Point

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 11-07-2020 Deathwatch Warlord Trait groups are…

  • Vanguard Warlord Traits
  • Deathwatch Warlord Traits

(See tabs for details)

If a <CHAPTER> PHOBOS CHARACTER model is your Warlord, you can use the Vanguard Warlord Traits table below to determine what Warlord Trait they have instead of the Warlord Traits table from Codex: Space Marines.

Shoot and Fade:

Once per turn, in your shooting phase, after shooting with a <CHAPTER> PHOBOS unit within 6? of this WARLORD, that unit can make a Normal Move or it can Advance, in either case, if it does, that unit is not eligible to delcare a charge with this turn.

Lord of Deceit:

After both players have deployed their armies, select up to three <CHAPTER> PHOBOS units from your army and redploy them. If the mission uses Strategic Reserves, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilties that redeploy units, roll off, the winner chooses who redeploys their units first.

Master of the Vanguard: 

While a friendly <CHAPTER> PHOBOS unit is within 6? of this WARLORD. Add 1 to charge rolls made for that unit
Each time that unit is selected to make a Normal move, Advance or Fall Back add 1? to that unit’s Movement characteristic until the end of the turn

Stealth Adept:

Unless this WARLORD is the closest eligible target, enemy models cannot target it with ranged attacks.

Target Priority:

In your Command phase you can select one friendly <CHAPTER> PHOBOS unit within 6? of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes a ranged attack, add 1 to that attacks hit roll.

Marksman’s Honours: 

Add 1 to the Damage characteristic of ranged weapons this Warlord is equipped with. (Excluding Grenades and Relics).

If a DEATHWATCH CHARACTER is your Warlord, you can use the table below to determine what Warlord Trait they have.

Paragon of their Chapter:

Select one Warlord Trait from the Chapter Warlord Traits (see Codex: Space marines) from this WARLORD. Replace all instances of that Chapter’s keyword on that Warlord Trait with DEATHWATCH. If this WARLORD has the heraldy of one of those Chapters (or, other than Crimson Fists, Black Templars and Flesh Tearers, one of their successor Chapters), you must select that Chapter’s Warlord Trait. Note that this cannot be a Chapter Warlord Trait found in a Codex supplement.

The Ties that Bind:

While a friendly DEATHWATCH CORE unit is within 6″ of this WARLORD, you can re-roll Morale tests taken for that unit. In your Command phase, youc an select one friendly DEATHWATCH CORE unit within 6″ of this WARLORD. Until the start of your next Command phase, that unit gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker

Castellan of the Black Vault: 

While mustering your army, you can give one of the following Relics to this WARLORD: Adamantine Mantle; Artificer Armour; Master-crafted Weapon; Digital Weapons. This is in addition to any other Relics they may have, and each Relic in your army must be unique.

Optimized Priority:

While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER unit that is performing an action is within 6″ of this WARLORD, that unit can make ranged attacks without that action failing

Vigilance Incarnate:

In your Command phase, you can select one friendly DEATHWATCH CORE unit within 6″ of this WARLORD. Each time you do, select one Battlefield Role; untilt he start of your next Command phase, each time a model in that unit makes an attack against an enemy unit that that Battlefield Role, re-roll a wound roll of 1.

Nowhere to Hide: 

In your Command phase, you can select one enemy unit on the battlefield. Until the start of your next Command phase, while a friendly DEATHWATCH CORE unit is within 6″ of this WARLORD, each time a model in that friendly unit makes an attack against that enemy unit, it does not receive the benefit of cover to its saving throw against that attack.

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