Professional Documents
Culture Documents
Configuration [12CP]
Gametype
Selections: Matched
Categories: CONFIGURATION
Unit Filter
Selections: Hide Imperial Agents, Hide Legends Units
Categories: CONFIGURATION
Stratagems [-2CP]
Psychic Warp
Range Details Ref
Power Charge
Details: Malediction: Hallcination has a warp charge
value of 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
Hallucination 6 18" 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.
Details: Blessing: Shrouding has a warp charge value
of 6. If manifested, select one friendly <Chapter>
Phobos unit within 18" of this Psyker. Until the start of
Shrouding 6 18"
your next Psychic phase, unless that unit is the closest
eligible target, enemy models cannot target that unit
with ranged attacks.
Smite has a warp charge value of 5. If manifested, the
closest visible enemy unit within 18" of the psyker
Smite 5 18" suffers D3 mortal wounds (pg 181). If the result of the
Psychic test was more than 10 the target suffers D6
mortal wounds instead.
Details: Blessing: Soul Sight has a warp charge value
of 6. If manifested, select one Friendly <Chapter>
Phobos unit within 18" of this Psyker. Until the start of
Soul Sight 6 18" 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.
Details: Malediction: Tenebrous Curse has a warp
charge value of 7. If manifested, select one enemy unit
that cannot Fly and is within 18" of and visible to this
Tenebrous Psyker.
7 18"
Curse - 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.
Fortis Kill While a FORTIS KILL TEAM only contains Outriders, it has the
Team BIKER keyword and loses the INFANTRY keyword.
When this model Advances, add 6" to its Move characteristic for
Turbo- that Movement phase instead of rolling a dice. Outriders can only
boost use the Turbo-boost ability iftheir unit only contains Outriders
(such as afterusing the Combat Squads ability).
- 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
Codex
wound roll of 1 for that attack.
Supplement:
Venator - If you selected the Fast Attack or Flyer Battlefield Role for the
Deathwatch
Xenos Hunters Chapter Tactic (see Codex: Space Marines),
p36
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.
Codex
If a Black Shield is equipped with two melee weapons from the
Black Supplement:
Deathwatch Equipment list (pg 13), increase its Attacks
Shield Deathwatch
characteristic to 4.
p56
Crux
Terminators in this unit have a 5+ invulnerable save.
Terminatus
Once per battle, at the start of your Movement phase, if this unit
contains a TERMINATOR model, you can remove this unit from
the battlefield and then, in the Reinforcements step of your next
Movement phase, you can set this unit back up on the battlefield,
Codex
Deathwatch anywhere wholly within your own deployment zone and more
Supplement:
Teleport than 9" away from any enemy models, or anywhere within 3" of a
Deathwatch
Homer friendly DEATHWATCH model and more than 9" away from any
p58
enemy models. If the battle ends and this unit is not on the
battlefield, it is destroyed. If this unit has split into two units
because of its Combat Squads ability, only one of those units can
use the Deathwatch Teleport Homer ability.
Use this Stratagem before the battle, when you are mustering
your army, uif your WARLORD has the STRIKE FORCE
keyword. Select one DEATHWATCH model in your army that has
the word 'Sergeant' in their profile (excluding the Watch Sergeant
from KILL TEAM CASSIUS):
Honoured
Veteran of - Add 1 to that model's Wounds characteristic.
the Watch - Determine one Warlord Trait for that model, it is only 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.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Each unmodified hit roll of 6 made for
Marksman Rapid this weapon's attacks automatically hits
24" 4 0 1
bolt carbine Fire 1 and results in a wound (do not make a
wound roll for that attack).
Each time an attack is made with this
Occulus Rapid
24" 4 0 1 weapon, the target does not receive the
bolt carbine Fire 1
benefits of cover against that attack
Paired
combat Melee Melee User -1 1 -
blades
Force Rules
And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all
modifiers ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline,
Shock Assault and Combat Doctrines. ()
Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting
Rapid Fire bolt weapons make double the number of attacks if any of the following apply
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid
Fire type. ()
Chapter Tactics: Deathwatch: Xenos Hunters
- Each time a model with this tactic makes a melee attack against a TYRANIDS, AELDARI, ORK,
NECRONS or T'AU EMPIRE unit, re-roll a hit roll of 1.
- After both sides have finished deploying their armies, select one Battlefield Role. Until the end of the battle,
each time a model with this tactical makes an attack against an enemy unit with that Battlefield Role, re-roll
a wound roll of 1. ()
Combat Doctrines: (See page 125 of Codex Space Marines) ()
Mission Tactics: If every unit from your army (excluding UNALIGNED units) has the DEATHWATCH
keyword, then every unit that has the Combat Doctrines ability and is in a DEATHWATCH Detachment gains
the Mission Tactics ability below:
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 round, select the Devastator Doctrine, Tactical
Doctrine or Assault Doctrine. The combat doctrine you select is active for your army until the end of that
battle round. Note, however, that 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.
(Codex Supplement: Deathwatch p33)
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic
Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this
unit. ()
Selection Rules
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline,
Shock Assault and Combat Doctrines. ()
Combat Squads: Before any models are deployed at the start of the game, this unit when containing its
maximum number of models, may be split into two units each containing an equal number of models. ()
Concealed Positions: During Deployment when you set up this unit, if every model in this unit has this
ability then it can be set up anywhere on the battlefield that is more than 9" away from the enemy
deployment zone and any enemy models ()
Death from Above: During deployment, if every model in this unit has this ability, then you can set up this
unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of
one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away
from enemy models. ()
Explodes (6"/D3): When this model is destroyed, roll one D6 before removing it from play. On a 6 it
explodes and each unit within 6" suffers D3 mortal wounds. ()
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. ()
Teleport Strike: During deployment, you can set up this model in a teleportarium chamber instead of
placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle -
set it up anywhere on the battlefield that is more than 9" away from any enemy models. ()