Deathwatch 9th Edition

Codex Adeptus Astartes: Deathwatch 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
ChaplainHQ80
Chaplain with Jump PackHQ105
Chaplain in TerminatorHQ95
LibrarianHQ90
Librarian with Jump PackHQ115
Librarian in TerminatorHQ105
Primaris ChaplainHQ85
Primaris LibrarianHQ95
Primaris Watch CaptainHQ85
Watch CaptainHQ80
Watch Captain in TerminatorHQ95
Watch Captain with Jump PackHQ105
Watch MasterHQ125
VeteransTroops17
BikersTroops28
Black ShieldTroops19
TerminatorsTroops23
Vanguard VeteransTroops19
IntercessorsTroops20
AggressorsTroops40
HellblastersTroops33
InceptorsTroops40
ReiversTroops18
BikersFast Attack28
InceptorsFast Attack40
HellblastersHeavy Support33
Land RaiderHeavy Support175
Land Raider CrusaderHeavy Support215
Land Raider RedeemerHeavy Support245
Repulsor ExecutionerHeavy Support250
Drop PodDedicated Transport65
RazorbackDedicated Transport80
RepulsorDedicated Transport230
RhinoDedicated Transport75
Corvus BlackstarFlyer140
Primaris ApothecaryElites
Watch Captain ArtemisHQ110
Absolvor Bolt PistolRanged0
Assault BolterRanged0
Assault Cannon (other)Ranged20
Assault Cannon (infantry)Ranged15
Assault Plasma IncineratorRanged0
Auto bolt rifleRanged0
Auto Boltstorm GauntletsRanged0
Blackstar Rocket LauncherRanged0
Bolt carbineRanged0
bolt pistolRanged0
bolt rifleRanged0
boltgunRanged0
combi-flamerRanged10
Combi-gravRanged10
Combi-meltaRanged10
Combi-plasmaRanged10
Cyclone missile launcherRanged25
Deathwatch frag cannonRanged20
Deathwatch shotgunRanged2
Deathwind launcherRanged5
FlamerRanged5
Flamstorm cannonRanged0
Flamestorm gauntletsRanged0
Frag grenadesRanged0
Fragstorm Grenade launcherRanged5
Grav-gunRanged10
Grav-pistolRanged5
Hand flamerRanged5
Heavy bolt pistolRanged0
Heavy bolter (others)Ranged15
Heavy bolter (infantry)Ranged10
Heavy flamer (other)Ranged15
Heavy flamer (infantry)Ranged10
Heavy laser destroyerRanged40
Heavy onslaught gatling cannonRanged30
Heavy plasma cannonRanged20
Heavy plasma incineratorRanged0
Hunter-killer missileRanged5
Hurricane bolterRanged15
Icarus Ironhail heavy stubberRanged5
Icarus rocket podRanged5
Inferno PistolRanged5
Infernus heavy bolterRanged20
Ironhail heavy stubberRanged5
Krak grenadesRanged0
Krakstorm grenade launcherRanged5
Las-talonRanged35
Macro plasma incineratorRanged30
Master-crafted auto bolt rifleRanged5
Master-crafted boltgunRanged5
Master-crafted stalker bolt rifleRanged5
Melta bombsRanged5
MeltagunRanged10
Missile launcherRanged15
Multi-meltaRanged25
Onslaught gatling cannonRanged20
Plasma exterminatorRanged5
Plasma gunRanged10
Plasma IncineratorRanged0
Plasma pistolRanged5
Reductor pistolRanged0
Shock grenadesRanged0
Stalker bolt rifleRanged0
Stalker pattern boltgunRanged2
Storm bolter (vehicles)Ranged3
Storm bolter (others)Ranged3
Stormstrike missile launcherRanged0
Twin assault cannonRanged40
Twin boltgunRanged0
Twin heavy bolterRanged30
Twin Icarus Ironhail heavy stubberRanged0
Twin lascannonRanged40
ChainfistMelee10
ChainswordMelee0
Combat knifeMelee0
Crozium arcanumMelee0
Dreadnought combat weaponMelee20
Force axeMelee0
Force staveMelee0
Force swordMelee0
Guardian spearMelee0
Heavy thunder hammerMelee20
Lightning claws singleMelee5
Lightning claws pairMelee10
Power axeMelee5
Power fistMelee10
Power maulMelee5
Power swordMelee5
Redemptor fistMelee0
Relic bladeMelee10
Thunder hammer (character)Melee40
Thunder hammer (other)Melee15
xenophase bladeMelee5
Auspex arrayWargear5
Auto launchersWargear0
Auxiliary grenade launcherWargear2
Combat shieldWargear3
Deathwatch teleport homerWargear5
grapnel launcherWargear2
grav-chuteWargear2
Infernum halo-launcherWargear5
Storm shield (character)Wargear10
storm shield (other)Wargear4
AggressorsElites40
DreadnoughtElites70
Redemptor DreadnoughtElites125
ReiversElites18
TerminatorsElites23
Vanguard veteransElites19
Venerable DreadnoughtElites85
Air defense missilesRanged-0
Deathstrom cannon arrayRanged-0
Deathstrom missile arrayRanged-0
Dreadhammer siege cannonRanged-0
Fellblade accelerator cannonRanged-0
Heavy neutron pulse arrayRanged-0
Helios launcherRanged-0
Laser volley cannonRanged-0
Punisher rotary cannonRanged-0
ROC missile launcherRanged-0
Siege melta arrayRanged-0
Spectre pattern bolterRanged-0
Tempest salvo launcherRanged-0
Thunderhawk heavy cannonRanged-0
Turbo-laser destructorRanged-0
Twin accelerator autocannonRanged-0
Twin avenger bolt cannonRanged-0
Twin volcano cannonRanged-0
Crushing tracksMelee-0
Termite drillMelee-0
Enchanced repulsor fieldWargear-0
Plasma blastgunRanged-10
Twin volkite chargerRanged-10
Space Marine GunnersHeavy Support-15
Graviton blasterRanged-15
Rapier Weapons BatteryHeavy Support-20
Tarantula Sentry GunHeavy Support-20
C-beam cannonRanged-20
Castellum air defense missilesRanged-20
Las-ripperRanged-20
Dreadnought combat weaponMelee-20/30
Leviathan siege clawMelee-20/30
Cyclone missile launcherRanged-25
Dreadnought inferno cannonRanged-25
Kheres assault cannonRanged-25
Neutron pulse cannonRanged-25
Plasma eradicatorRanged-25
Aiolos missile launcherRanged-30
Xiphon missile batteryRanged-30
Dreadnought chainfistMelee-30/40
Leviathan siege drillMelee-30/40
Scorpius multi-launcherRanged-40
Atomatic pavaiseWargear-40
Infernus cannonRanged-45
Quad launcherRanged-45
Skyreaper batteryRanged-45
Hellfire plasma carronadeRanged-50
Magna-melta cannonRanged-50
Storm cannon arrayRanged-50
Twin hellstrike launcherRanged-50
Castellum battle cannonRanged-55
Land Speeder TempestFast Attack-60
Cyclone melta lanceRanged-60
Hellstrike batteryRanged-60
Laser destroyerRanged-60
Quad heavy bolterRanged-60
Grav-flux bombardRanged-65
Relic Javelin Attack SpeederFast Attack-70
Tarantula Air Defense BatteryHeavy Support-70
Mortis DreadnoughtHeavy Support-70
Arachnus autocannon batteryRanged-70
Arachnus heavy lascannon batteryRanged-75
Siege DreadnoughtElites-80
Infernum Pattern RazorbackDedicated Transport-80
Lucius Dreadnought Drop PodDedicated Transport-80
Quad lascannonRanged-80
Armenneus ValthexHQ-90
Deimos Relic PredatorHeavy Support-90
Chaplain Ivanus EnkomiHQ-100
Relic Contemptor DreadnoughtElites-105
Contemptor Mortis DreadnoughtHeavy Support-105
Xiphon InterceptorFlyer-110
Damocles Command RhinoHQ-120
Deathstrom Drop PodFast Attack-120
Twin macro-accelerator cannonRanged-120
Terrax-pattern TermiteDedicated Transport-130
Magister Servin LothHQ-150
Relic Deredeo DreadnoughtHeavy Support-150
Lord Asterion MolocHQ-165
Lugft HuronHQ-170
Hecaton AiakosHQ-175
Tyberos the Red WakeHQ-175
Relic Sicaran Arcus Strike TankHeavy Support-175
Land Raider PrometheusHeavy Support-180
Relic SicaranHeavy Support-180
Relic Sicaran PunisherHeavy Support-180
Casan SabiusHQ-185
Land Raider AchillesHeavy Support-190
Gabriel AngelosHQ-195
Relic Whirlwind ScorpiusHeavy Support-195
Deimos Vindicator Laser DestroyerHeavy Support-200
Relic Sicaran Omega Tank DestroyerHeavy Support-200
Relic Sicaran VenatorHeavy Support-200
Land Raider HeliosHeavy Support-205
Relic Land Raider ProteusHeavy Support-210
Relic Leviathan DreadnoughtHeavy Support-220
Storm Eagle Assault GunshipFlyer-230
Storm Eagle Assault Gunship ROC PatternFlyer-245
Fire Raptor GunshipFlyer-280
Relic Spartan Assault TankLord of War-320
Bray'arth AshmantleHQ-330
Carab Culln the RisenHQ-400
Astraeus Super-heavy TankLord of War-500
Relic Cerberus Heavy Tank DestroyerLord of War-680
Relic Fellblade Super-heavy TankLord of War-690
Relic Typhon Heavy Siege TankLord of War-720
Relic Falchion Super-heavy TankLord of War-790
Relic Mastodon Super-heavy transportLord of War-915
Thunderhawk GunshipLord of War-1350
Sokar Pattern StormbirdLord of War-2000
NameBattlefield RoleChapter Approved 2020Forge World 2020

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 07-25-2020 Deathwatch Stratagems groups are…

  • Core Stratagems
  • Deathwatch Stratagems
  • White Dwarf 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 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 07-25-2020 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 07-25-2020 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 07-25-2020 Deathwatch Warlord Trait groups are…

  • Deathwatch Warlord Traits

(See tabs for details)

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.