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Made in us
Elite Tyranid Warrior





R'lyeh

The deathwatch codex i've been working on, with a great deal of help from the dakka community. i would like to thank Brometheus for help with the librarian psychic abilities, as well as TheAngrySquig and Decio for help with naming the independent characters.
Any advice you'd like to give, please let me know. There will be fluff incoming as well but it takes a bit longer to write.
Just please don't say things like "stupid idea, don't do it" creative criticism will be taken into account, as this codex is based about 50% on peoples ideas here


HQ
Tu’Mahkran-200 points
WS BS S T W I A Ld Sv
7 5 4 4 4 7 4 10 2+
Unit Composition
• 1 (Unique)
Unit Type
• Infantry
Wargear
• Artificer Armor
• Adamatine Mantle
• Hellfire Flamer-Bolter
• Power Falchion
• Frag and Krak Grenades
Special Rules
• Feel No Pain
• Eternal Warrior
• And They Shall Know No Fear
• Fearless
• Grants Preferred Enemy: Tyranids to the entire Deathwatch army as long as he is alive
• Independent Character

Rauth Khatir-135 points
WS BS S T W I A Ld Sv
5 5 4 4 3 6 3 10 2+
Unit Composition
• 1 (Unique)
Unit Type
• Infantry
Wargear
• Terminator Armor
• Dual Lightning Claws with Inbuilt Plasma Guns
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Fearless
• Grants Preferred Enemy: Tau to the entire Deathwatch army as long as he is alive
• Independent Character

Qestor Rhodes-115 points
WS BS S T W I A Ld Sv
4 3 3 3 3 5 2 10 4+
Unit Composition
• 1 (Unique)
Unit Type
• Infantry
Wargear
• Carapace Armor
• Power Fist
• Frag and Krak Grenades
• Balefire Pistol
Range S AP Type
Template 6 - Assualt 1, Poisoned (2+)
Special Rules
• Stubborn
• Fearless
• Grants Preferred Enemy: Tau to the entire Deathwatch army as long as he is alive
• Independent Character
• Stubborn

Deathwatch Keeper-175 points
WS BS S T W I A Ld Sv
7 5 4 4 4 7 4 10 2+
Unit Composition
• 1 Deathwatch Keeper
Unit Type
• Infantry
Wargear
• Artificer Armor
• Power Weapon
• Hesh Pattern Boltgun
• Adamantine Mantle
• Special Issue Ammunition
• Frag and Krak Grenades
Special Rules
• Feel No Pain
• Eternal Warrior
• And They Shall Know No Fear
• Fearless
• Independent Character
Options
May Replace Boltgun and/or Power Weapon with:
• Relic Blade-15 pts
• Power Glaives-20 pts
• Two Handed Chainblade-10 pts
• Las-lance-35 pts
May take Items from the Deathwatch Artifact Armory
May take Items from the Deathwatch Armory

Deathwatch Watch Commander-125 points
WS BS S T W I A Ld Sv
6 5 4 4 3 6 3 10 3+
Unit Composition
• 1 Deathwatch Commander
Unit Type
• Infantry
Wargear
• Power Armor
• Chainsword
• Hesh Pattern Boltgun
• Special Issue Ammunition (choose two types for entirety of game)
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
Options
May Replace Boltgun and/or Chainsword with:
• A stormbolter +3 pts
• A combi-flamer –melta or –plasma +10 pts
• A storm shield, power weapon, lightning claw or plasma pistol +15 pts
• A power fist +25 pts
• A relic blade +30 pts
• A thunder hammer +30 pts
• Replace power armour with artificer armour +20 pts
• Take melta bombs +5 pts
• Take digital weapons +10 pts
• Take auxiliary grenade launcher +15 pts
Replace power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour with storm bolter and power sword +40 pts
Replace Terminator armour’s storm bolter with:
• Combi-flamer, -melta, -plasma +5pts
• Lightning claw +10 pts
• Thunder hammer +20 pts
Replace Terminator armour’s power sword with:
• Lightning claw +5 pts
• Power fist or storm shield +10 pts
• Thunder hammer or chainfist +15 pts
If Terminator Armour is not chosen, may have one of the following
Jump Pack +25 pts
Deathwatch Bike +35 pts
May take Items from the Deathwatch Armory

Deathwatch Master of the Hunt-145 points
WS BS S T W I A Ld Sv
5 5 4 4 3 6 2 10 3+
Unit Composition
• 1 Deathwatch Master of the Hunt
Unit Type
• Infantry
Wargear
• Power Armor
• Chainsword
• Hesh Pattern Boltgun
• Special Issue Ammunition (choose two types for entirety of game)
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Feel No Pain
• Fearless
• Independent Character
• Combat Squad
Options
May Replace boltgun and/or power weapon with:
Chainsword free
Plasma Pistol +15
Power Fist +25
Storm Shield +15
Thunder Hammer +30
Lightning Claws +15
May take:
Jump Pack +25 pts
Deathwatch Bike +35 pts
May take Items from the Deathwatch Artifact Armory
May take Items from the Deathwatch Armory

Deathwatch Watch Captian-100 points
WS BS S T W I A Ld Sv
5 5 4 4 3 6 2 10 3+
Unit Composition
• 1 Deathwatch Commander
Unit Type
• Infantry
Wargear
• Power Armor
• Chainsword
• Boltgun
• Special Issue Ammunition (choose one type for entirety of game)
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
Options
May Replace Boltgun and/or Chainsword with:
• A stormbolter +3 pts
• A combi-flamer –melta or –plasma +10 pts
• A storm shield, power weapon, lightning claw or plasma pistol +15 pts
• A power fist +25 pts
• A relic blade +30 pts
• A thunder hammer +30 pts
• Replace power armour with artificer armour +20 pts
• Take melta bombs +5 pts
• Take digital weapons +10 pts
• Take auxiliary grenade launcher +15 pts
Replace power armour, bolt pistol, chainsword, frag and krak grenades with Terminator armour with storm bolter and power sword +40 pts
Replace Terminator armour’s storm bolter with:
• Combi-flamer, -melta, -plasma +5pts
• Lightning claw +10 pts
• Thunder hammer +20 pts
Replace Terminator armour’s power sword with:
• Lightning claw +5 pts
• Power fist or storm shield +10 pts
• Thunder hammer or chainfist +15 pts
If Terminator Armour is not chosen, may have one of the following
Jump Pack +25 pts
Space Marine Bike +35 pts

Ordo Xenos Inquisitor-95 points
WS BS S T W I A Ld Sv
4 4 3 3 3 5 2 10 4+
Unit Composition
• 1 Ordo Xenos Inquisitor
Unit Type
• Infantry
Wargear
• Carapace Armor
• Bolt Pistol
• Chainsword
• Frag and Krak Grenades
Special Rules
• Stubborn
• Fearless
• Independent Character
Options
May Replace Chainsword and/or Bolt Pistol with:
• Power Sword +15 pts
• Plasma Pistol +20 pts
• Combi-flamer, -melta, -plasma +10 pts
• Needle Pistol +15 pts
• Scythian Venom Talon +20 pts
May take:
Melta bombs +5 pts
Digital weapons +15 pts
Up to 3 servo skulls +3 pts each
May take an Inquisitorial Henchmen warband that does not fill an Elites slot if the Inquisitor is chosen

Dedicated Transport
• An Ordo Xenos Inquisitor may select an Inquisitorial Chimera as dedicated transport

Deathwatch Forge Master-115 points
WS BS S T W I A Ld Sv
4 5 4 5 2 5 2 10 2+
Unit Composition
• 1 Deathwatch Forge Master
Unit Type
• Infantry
Wargear
• Artificer Armor
• Servo-Harness
• Boltgun or Bolt pistol
• Special Issue Ammunition (If boltgun is selected, choose one type for entirety of game)
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Feel No Pain
• Fearless
• Independent Character
• Combat Squad
• Bolster Defense
• Work Damn it!
Options
May Replace boltgun or boltpistol with:
• Storm bolter +5 pts
• Combi-flamer, -melta, -plasma +10 pts
• Plasma pistol +15
Replace servo-harness and boltgun or bolt pistol with:
• Conversion beamer +20 pts
May take digital weapons +10 pts
May take either:
• Power weapon +15 pts
• Thunder hammer +30 pts
May take a Deathwatch bike +35 pts
May take a Astartes Omni-tool +30 pts

Deathwatch Chaplain-115 points
WS BS S T W I A Ld Sv
5 4 4 5 2 5 2 10 3+
Unit Composition
• 1 Deathwatch Chaplain
Unit Type
• Infantry
Wargear
• Power Armor
• Rosarius
• Crozius Arcanum
• Boltgun or Bolt pistol
• Special Issue Ammunition (If boltgun is selected, choose one type for entirety of game)
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
• Litergies of Battle
• Lore of the Ages
Options
May Replace Boltgun with:
• A stormbolter +3 pts
• A combi-flamer –melta or –plasma +10 pts
• A power fist +25 pts
• Plasma pitol +15 pts
• Take melta bombs +5 pts
• Take digital weapons +10 pts
Replace power armour, boltgun or bolt pistol, , frag and krak grenades with Terminator armour and:
• Storm bolter +35 pts
• Combi-flamer, -melta, -plasma +40 pts
If Terminator Armour is not chosen, may have one of the following
Jump Pack +25 pts
Space Marine Bike +35 pts

Deathwatch Apothercary-125 points
WS BS S T W I A Ld Sv
4 4 4 5 2 5 2 10 3+
Unit Composition
• 1 Deathwatch Apothecary
Unit Type
• Infantry
Wargear
• Power Armor
• Power Weapon
• Boltgun or Bolt pistol
• Special Issue Ammunition (If boltgun is selected, choose one type for entirety of game)
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
• Grants Feel No Pain to the squad he joins
• For every two unsaved wounds the squad the Apothercary is part of deals, the Apothecary gains one extra wound up to ten. After the movement phase but before the shooting phase, any extra wounds over two on the Apothecary can be given to members of his squad up to their original number of wounds. The Apothecary cannot give away more wounds that drop his number of wounds below one.
Options
May take:
• Jump Pack +25 pts
• Deathwatch Bike +35 pts


Automatically Appended Next Post:
Librarian Psychic Powers

Xenos Psycharium-The Librarian is a master of countering foul xenos magics and trickery due to years of training.
The Librarian ignores the effects of Shadow in the Warp and Runes of Warding and other effects that modify the amount of dice rolled for his psychic checks.

Shadow Gaze-The librarian uses his abilities to create overlapping images of marines, hiding the true soldiers in plain sight
The librarian and the unit he is part of gain a 3+ cover saver until the end of the following players turn.

Leap of Infinity-The librarian uses pure force of will to tear a hole in reality, providing instant transport anywhere on the battlefield. But he must be carful, for the farther he tries to travel, the greater the risk.
This ability is used in the movement phase. Instead of normal movement, the librarian and any members if he is part of a unit, are removed from play and placed in reserve. They are placed back in play via deep strike rules anywhere within 48” of their starting position. If the deep strike scatters and doubles are rolled, each member of the unit suffers a single hit based on the table below

Distance Traveled S AP Type
Under 12” 3 4 Heavy 1
12”-24” 4 3 Heavy 1
24”-36” 6 2 Heavy 1
36”-48” 8 1 Heavy 1

Adrenaline Rush-The Librarian realizes the urgency of the moment and bolsters his Kill Team with pure force of will to keep up with the oncoming hordes.
Adrenaline Rush is a Blessing that targets a unit within 12". All models in that unit have the Initiative 10, Fleet and Crusader Universal Special Rules.

Quacking Earth-The Librarian uses his will to reshape the ground between himself and his enemy, making it easier for his Kill Team to accomplish their task.
Quaking Earth is a Blessing that targets the Librarian. Enemy units within 24" of the Librarian move as if they are in dangerous and difficult terrain

Death Incarnate-The librarian pulls in as much warp energy as he can stand before releasing it in a devastating blast that tears through friend and foe, leaving the librarian himself close to death.
Center the apocalyptic barrage over the librarian. All friends and foes underneath, including the librarian, suffer D3 S8 AP3 hits with no armour saves allowed

Mind Tear-The librarian reaches out with his warp powers and rips apart xenos minds, leaving their empty shells in his wake
This is a psychic attack that automatically hits a single unit within 12”. All remembers of the unit must make an individual leadership test or suffer D3 S7 AP 2 hits, no saves of any kind allowed

Psychic Blades-The librarian creates crackling blades of warp energy that tear through xenos flesh. This is a psychic shooting attack with the following profile
Range S AP Type
18” 5 2 Assault 5


Emperors Strength-The librarian takes the marines faith in the emperor and charges it with power from the warp, allowing their weapons to swing harder and faster.
This is a blessing that targets a single friendly unit in 12”. It grants each member of the unit extra D3 attacks at normal initiative.

Cleansing Breath-The librarian takes a deep breath and breathes out a billowing torrent of flame that removes the stain of dirty xenos from their path.
This is a psychic shooting attack with the flowing profile
Range S AP Type
Hellstorm template 5 4 Assault 1

This message was edited 1 time. Last update was at 2012/12/02 01:02:49


Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Looks like entirely too many HQ choices from where I'm sitting; most armies ideally have about four generic HQ choices, you've got nine (assuming that you've got stats for Librarians somewhere).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Elite Tyranid Warrior





R'lyeh

It is a lot of hq, I've been thinking of moving a few to elite, though librarian is elite, not hq at the moment

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Keeper/Watch Captain/Watch Commander/Master of the Hunt seem pretty redundant, if I were writing a Deathwatch book I'd give them Captain, Librarian, and Inquisitor, a little iffier on Chaplain and Forge Master, and probably keep the Apothecary in Command Squads (if they even have command squads...).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in no
Liche Priest Hierophant





Bergen

Mr. Hive fleet, I think you are making things complicated for yourself. The idea of good design is to find whatb you can take away, not a million things you can ad.

   
Made in us
Elite Tyranid Warrior





R'lyeh

Niiai, I know what you mean. I've been looking through everything and it's just way too convoluted. I'm going to finish posting everything ive designed based on the other thread, then take the idea you had. Just pull out around 10 units and put them together as an allies codex. Keep it simple with sterguard, a couple of special characters and give everyone drop pods, always entering via deepstrike. And keep it incredibly simple

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Think of it this way, start with Codex Marines, and move the codex in the direction similiar to grey knights. (not all the way, but something similiar, maintaining the deathwatch theme)

-foot heavy

-transport vehicles and walkers only

-deathwatch varients of all the space marine HQs (chaplins could be eiltes as well as apothocaries.

-Troops really could just be Tactical marines with Preferred enemy trait instead of combat tactics. (Make them role randomly at the beginning of the game to see which Xenos the tactical squad hates)

-Elites could be like sternguard, maybe with some anti-xenos special weapon options instead of heavy weapon options.

I'll think on some other ideas, but if you want a co-writer, I'd be all for helping out and giving lots of ideas. I love the deathwatch lore and would really like a balanced codex for them. (Always felt like there was enough lore for an entire codex.)

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

With Deathwatch, I don't think you need Special characters, just really really customisable generic options. That would let people make their own personalised deathwatch team.

However, I'm firmly in the camp of an Allies codex rather than a full blown codex.

Also, if you're going with SCs, keep the name simple - if you can't pronounce it easily, it's too complicated.

I look forward to seeing what you do with this. I recommend lots of customisation within squads - special weapons are fun

This message was edited 1 time. Last update was at 2012/12/07 09:25:29


Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in be
Power-Hungry Cultist of Tzeentch





yeah wayyy too many HQ choices imo



You mean the Arsestronomican? -Avatar 720 
   
Made in us
Elite Tyranid Warrior





R'lyeh

Finally have a break. Here is the elite section, finally typed. I knows this whole thing is a lot at the moment, but once i get it out I can see what's good, whats bad and what needs to be removed with a meltagun Persoanlly i had fun with the kill marine but that might just be me

Odisseon Nikas-195 points
WS BS S T W I A Ld Sv
5 4 4 4 3 6 2 10 2+
Unit Composition
• 1 (unique)
Unit Type
• Infantry
Wargear
• Terminator Amour
• Hesh Pattern Boltgun
• Special Issue Ammunition
• Frag and Krak Grenades
• Force Weapon
• Psychic Hood
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
• Psyker
• Xenos Psycharium
• Grants Preferred Enemy: Eldar for the entire army as long as he is alive

Psychic Powers
Nikas has any of the following psychic powers:
Shadow Gaze, Leap of Infinity, Adrenaline Rush, Quacking Earth, Death Incarnate, Emperor’s Strength, Mind Tear, Psychic Blades, Cleansing Breath


Deathwatch Champion-100 points
WS BS S T W I A Ld Sv
6 4 4 4 2 6 3 10 3+
Unit Composition
• 1 Deathwatch Champion
Unit Type
• Infantry
Wargear
• Power Amour
• Hesh Pattern Boltgun
• Special Issue Ammunition
• Frag and Krak Grenades
• Power Weapon
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
• Furious Charge
Options
May replace power weapon and/or boltgun with:
• Lightning Claws +10 pts
• Thunder Hammer +15 pts
• Storm Shield +15 pts
• Plasma Pistol +15 pts
• Combi-flamer, -melta, -plasma +10 pts
May replace frag and krak grenades, power armour, and boltgun with Terminator armour and storm bolter +40 pts
May take:
• Melta bombs +5 pts
If Terminator armour is not taken, the champion may take:
• Jump pack +25 pts
• Deathwatch bike +35 pts
May select items from Deathwatch armoury


Deathwatch Terminators-50 points
WS BS S T W I A Ld Sv
5 4 4 4 1 5 2 10 2+
Unit Composition
• 1 Deathwatch Terminator
Unit Type
• Infantry
Wargear
• Terminator Amour
• Strom Bolter
• Power Fist
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
• Furious Charge
Options
Add up to five additional Terminators +50 pts
May replace power fist and/or storm bolter with:
• Lightning Claws +10 pts
• Thunder Hammer +15 pts
• Storm Shield +15 pts
• Chainfist +5 pts
• Power Weapon +10 pts
• Heavy Flamer +5 pts
• Assault Cannon +30 pts
• Cyclone Missile Launcher +30 pts
May replace power fist and storm bolter with relic blade +35 pts
May take special issue ammunition with stormbolter +20 pts

Dedicated Tranport
Unit may select drop pod as dedicated transport. Terminators count as two models for transport


Deathwatch Kill Marine-90 points
WS BS S T W I A Ld Sv
4 6 4 5 2 9 2 10 3+
Unit Composition
• 1 Deathwatch Kill Marine
Unit Type
• Infantry
Wargear
• Power Amour
• Ultra Pattern Mark IX Sniper Rifle
• Frag and Krak Grenades
• Bolt pistol
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
• Infiltrate
• Cannot join squads
Options
May take:
• Camo cloak +5 pts
• Jump Pack +25 pts
• Bike +35 pts
May replace bolt pistol with:
• Chainsword free
• Plasma pistol +15 pts
• Storm shield +15 pts
• Power Weapon +20 pts


Ultra Pattern Mark IX Sniper Rifle
Range S AP Type
60” 10 1 Heavy 1 Sniper


Deathwatch Blackshield-35 points
WS BS S T W I A Ld Sv
4 4 4 4 2 5 1 9 3+
Unit Composition
• 1 Deathwatch Balkshield
Unit Type
• Infantry
Wargear
• Power Amour
• Boltgun
• Frag and Krak Grenades
• Bolt pistol
Special Rules
• And They Shall Know No Fear
• Fearless
• Feel No Pain
Options
Can take up to five additional marines +35 pts
May take:
• Jump Packs +20 pts
• Melta bombs +5 pts
• Special issue ammunition (1X)-15 pts
May replace boltgun with combi-flamer, -melta, -plasma +10 pts


Deathwatch Techmarine-65 points
WS BS S T W I A Ld Sv
4 5 4 5 2 5 2 10 2+
Unit Composition
• 1 Deathwatch Techmarine
Unit Type
• Infantry
Wargear
• Artificer Armor
• Servo-Harness
• Boltgun or Bolt pistol
• Special Issue Ammunition (If boltgun is selected, choose one type for entirety of game)
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Feel No Pain
• Fearless
• Independent Character
• Combat Squad
• Bolster Defense
• Work Damn it!
Options
May Replace boltgun or boltpistol with:
• Storm bolter +5 pts
• Combi-flamer, -melta, -plasma +10 pts
• Plasma pistol +15
May take either:
• Power weapon +15 pts
• Thunder hammer +30 pts
May take a Deathwatch bike +35 pts
May take a Astartes Omni-tool +30 pts


Deathwatch 1st Company Veteran-95 points
WS BS S T W I A Ld Sv
5 5 4 4 2 6 2 10 3+
Unit Composition
• 1 Deathwatch 1st Company Veteran
Unit Type
• Infantry
Wargear
• Power Armor
• Bolt pistol
• Boltgun
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Combat Squad
• Taken as an upgrade to the sergeant of an existing squad. If so, the squad benefits from the 1st Company Veteran’s WS and BS for as long as he is alive.
Options
May Replace boltgun and/or bolt pistol with:
• A chainsword free
• A combi-flamer –melta or –plasma +10 pts
• A storm bolter +10 pts
• A power fist +25 pts
• A power weapon +15 pts
• A plasma pistol +15 pts
May take:
• melta bombs +5 pts
• teleport homer +15 pts
• Jump pack +25 pts
May replace boltgun and bolt pistol with:
• A relic blade +30 pts


Inquisitorial henchman warband (same as GK codex, when taken with inquisitor, doesn't count towards and FOC slot)

Also something liquidjoshi mentioned, I think you're right with very customizable generic characters, i'm thinking of combining apothecary, champion, chaplian and then giving a specific point upgrade and single special rule to turn the generic into one of them, Thoughts?

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





I think you need to keep it a little more simple.

This is a basic FOC for a Deathwatch allies contingent.

Legion Trait: Each HQ and Dreadnought will have the option to be chosen to be from a specific legion, which will give them different abilities, themed on the legion they're from. Example: Dark Angels- Stubborn/free Extra Armor

Preferred enemy: Each squad of Deathwatch will roll on a chart before the game starts to see what version of xenos they have preferred enemy against. Represents the specialization of Deathwatch teams. Eldar/Dark eldar/Tau/Nids/Necrons

HQ:
Captain -Legion picked affects gear options
Librarian -Legion picked affects power options
Ordos Xenos Inquisitor -Right out of the GK book.

Elite:
Kill Team -each member must have a certain amount of equipment and must be equipped differently, but they will have a ton of options.
Assassin -GK Options (one change, all assassins except callidus have infiltrate option)
Inquisitorial Guard (1 per Inquisitor, does count for FOC) GK options (Maybe replace anti-daemon guy with a Xenologist, who use special pistols instead of an eviscerator)

Troops:
Deathwatch Squad(like a tactical squad with twice the special/heavy options) maybe stormbolters instead of bolters
Inquisitorial Stormtroopers (Like the old witch hunters option. Options for shotguns, and special weapons. Chimera)

Fast:
Scouts(BS 4 versions, not heavy bolter or missile options, maybe special weapon options instead)
Assault Specialists(Was thinking droppod with vanguard vet special ability) -I like the power falchion option listed in the OPs post. But it should give +2 attacks total. probably like 20pts each
Valkyrie (no vendetta option)

Heavy:
Dreadnought -furioso/lib/heavy/venerable versions
Support squad (Like a dev squad) flakk missile and poison heavybolter options
Leman Russ (any variant, no squadrons)

This message was edited 5 times. Last update was at 2012/12/10 08:30:41


Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
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Desperado Corp.

I like what Coyote's done there. KISS is the rule here.

Also, the S10 Ap1 sniper? Erm... not sure if gusta.

Might want to re-think some of the point costs too, particularly on the terminators. 80 points for a TH/SS termies? Yeah, no.

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Agreed, I like Coyote's ideas. I would much prefer few options, but make them REALLY modular options.

I think Legion Tactics would be cool if for each unit selected pick a chapter they are from. If that chapter has a represented codex, that unit obtains the Special Rules from that chapter (so a Blood Angels marine gets the Red Thirst, etc.). But im not 100% sure how to run that. And yeah, also needs some points re-works.

 liquidjoshi wrote:
I like what Coyote's done there. KISS is the rule here.

Also, the S10 Ap1 sniper? Erm... not sure if gusta.

Might want to re-think some of the point costs too, particularly on the terminators. 80 points for a TH/SS termies? Yeah, no.


I just noticed, that's 80 points for a SINGLE TH/SS terminator. The C:SM ones cost 40 ppm. Only thing these guys get over is +1 WS, +1 I (which is not too useful but *shrugs*), +1 LD, Fearless/Furious Charge, and apparently the IC rule.

So one really really good Termie for 80 ppm, or 2 still pretty good termies for 40 ppm?

This is just gonna come down to small tweaking until we get the balance haha

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 washout77 wrote:
Agreed, I like Coyote's ideas. I would much prefer few options, but make them REALLY modular options.

I think Legion Tactics would be cool if for each unit selected pick a chapter they are from. If that chapter has a represented codex, that unit obtains the Special Rules from that chapter (so a Blood Angels marine gets the Red Thirst, etc.). But I'm not 100% sure how to run that. And yeah, also needs some points re-works.


Hmmm, I actually like that idea a lot, although I don't think theme-wise it works, because deathwatch teams are a mixed group of legions, not just one. So with that in mind, I think I'll have to pass on that idea for the unit, but I think it'll work great for the HQs to count as a unit from the particular codex that the represent. Thus could benefit from that armies special rules and/or abilities.

BTW, my intent would be for Deathwatch to be battle brothers with all space marines, and only allies of convenience for the other imperial armies(IG/Sisters/GK). Nothing for anyone else.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
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R'lyeh

Damn, I didn't realize how much the termies ended up being with all the options, should have caught that, thanks. I've been looking through all the input and I'm not going to post all the other pieces i have written up, I think I'll just jump right into the shortened/allies codex.
washout77, there will be a lot of different options, someone else mentioned it and i think that it is a really good idea to make everything very customizable. I cut down and mixed what I had and can up with 11 base units that can be upgraded in various ways to 15 different

points costs are very rough and they do need to be tweaked, it is not something I've very good with

I do want to do something with legion tactics but i can't find a way for it to work. my original idea was based on WYSIWYG, so whatever chapter the model had a shoulder pad for, that model would gain one special rule based on their chapter but it would just convolute everything. So at the moment everything is being worked on without that idea included, until someone comes up with a good idea for how it could work.

Coyote81, I was intending to make deathwatch battle brother with all imperial factions but maybe using your idea but what taken as allies for IG, SoB, GK vs xenos armies they become battle brothers?

last thing for know, I'm going to post the improved codex ideas, would it be worth it to start a new thread or would it just clog everything up? I'm thinking of just reposting a pdf over the original post instead, keep from having two different threads going at once

again thanks for all the help, keep it coming, i really al taking it into account

edit->forgot to ask, i have six different IC's, what are peoples thoughts for having them or would it be too much? I know the nid codex has five and I can combine two into one but six fits a bit better

This message was edited 1 time. Last update was at 2012/12/08 16:07:08


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Coyote81 wrote:
 washout77 wrote:
Agreed, I like Coyote's ideas. I would much prefer few options, but make them REALLY modular options.

I think Legion Tactics would be cool if for each unit selected pick a chapter they are from. If that chapter has a represented codex, that unit obtains the Special Rules from that chapter (so a Blood Angels marine gets the Red Thirst, etc.). But I'm not 100% sure how to run that. And yeah, also needs some points re-works.


Hmmm, I actually like that idea a lot, although I don't think theme-wise it works, because deathwatch teams are a mixed group of legions, not just one. So with that in mind, I think I'll have to pass on that idea for the unit, but I think it'll work great for the HQs to count as a unit from the particular codex that the represent. Thus could benefit from that armies special rules and/or abilities.

BTW, my intent would be for Deathwatch to be battle brothers with all space marines, and only allies of convenience for the other imperial armies(IG/Sisters/GK). Nothing for anyone else.


That would work too. I meant like, if you have 4 Termies (just for example), 2 could be Blood Angels, 1 is a Dark Angel, and 1 might just be a C:SM Termie (so no special rules, but doesn't cost any extra).

It would help out with the mix of legions things, but I know it needs to be tweaked a lot. Keeping track of all those Special Rules is tough.




 Hive Fleet Lazarus wrote:
Damn, I didn't realize how much the termies ended up being with all the options, should have caught that, thanks. I've been looking through all the input and I'm not going to post all the other pieces i have written up, I think I'll just jump right into the shortened/allies codex.
washout77, there will be a lot of different options, someone else mentioned it and i think that it is a really good idea to make everything very customizable. I cut down and mixed what I had and can up with 11 base units that can be upgraded in various ways to 15 different

points costs are very rough and they do need to be tweaked, it is not something I've very good with



Oh, it's okay. Having reviewed a lot of Homebrew, and written a lot myself, I know that it's quite easy to over-cost things and not even realize that you are doing it.

I like the customization thing you mentioned. That in my mind will definitely help get across the mixed legions and the "We're Deathwatch, if we want it we get it" kinda thing. And the points are going to be REALLY rough, don't worry about that too much right now. If you can lay out all the options and stats, and give a ball-park estimate for price, we can help fine-tune stuff no problem

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 Hive Fleet Lazarus wrote:
edit->forgot to ask, i have six different IC's, what are peoples thoughts for having them or would it be too much? I know the nid codex has five and I can combine two into one but six fits a bit better


Yes, 6 different ICs is too many for an allies list. Keep it to 2-3 imo. And they don't need to be special characters (May beyou can include just one on top of the 3 options) 6 would be good for a full codex, but if you have 6 HQ and can only come up with 1-2 units for each other option, the list looks lopsided, and some of the IC are just things that you don't need. You don't take deathwatch for the options for chaplins/apoc/techmarines. You take it for their anti-xenos abilities, and their customization.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
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R'lyeh

So instead of studying for finals I decided to spend the weekend working on the codex. I finished a lot of it but there are still some rough parts, like the armouries. Also there are no special characters currently included. Also the point costs could probably use a bit of work.
 Filename Deathwatch Codex 3.0.docx [Disk] Download
 Description Deathwatch Codex, mark III
 File size 81 Kbytes


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 Hive Fleet Lazarus wrote:

Librarian Psychic Powers

Xenos Psycharium-The Librarian is a master of countering foul xenos magics and trickery due to years of training.
The Librarian ignores the effects of Shadow in the Warp and Runes of Warding and other effects that modify the amount of dice rolled for his psychic checks.

Shadow Gaze-The librarian uses his abilities to create overlapping images of marines, hiding the true soldiers in plain sight
The librarian and the unit he is part of gain a 3+ cover saver until the end of the following players turn.

Leap of Infinity-The librarian uses pure force of will to tear a hole in reality, providing instant transport anywhere on the battlefield. But he must be carful, for the farther he tries to travel, the greater the risk.
This ability is used in the movement phase. Instead of normal movement, the librarian and any members if he is part of a unit, are removed from play and placed in reserve. They are placed back in play via deep strike rules anywhere within 48” of their starting position. If the deep strike scatters and doubles are rolled, each member of the unit suffers a single hit based on the table below

Distance Traveled S AP Type
Under 12” 3 4 Heavy 1
12”-24” 4 3 Heavy 1
24”-36” 6 2 Heavy 1
36”-48” 8 1 Heavy 1

Adrenaline Rush-The Librarian realizes the urgency of the moment and bolsters his Kill Team with pure force of will to keep up with the oncoming hordes.
Adrenaline Rush is a Blessing that targets a unit within 12". All models in that unit have the Initiative 10, Fleet and Crusader Universal Special Rules.

Quacking Earth-The Librarian uses his will to reshape the ground between himself and his enemy, making it easier for his Kill Team to accomplish their task.
Quaking Earth is a Blessing that targets the Librarian. Enemy units within 24" of the Librarian move as if they are in dangerous and difficult terrain

Death Incarnate-The librarian pulls in as much warp energy as he can stand before releasing it in a devastating blast that tears through friend and foe, leaving the librarian himself close to death.
Center the apocalyptic barrage over the librarian. All friends and foes underneath, including the librarian, suffer D3 S8 AP3 hits with no armour saves allowed

Mind Tear-The librarian reaches out with his warp powers and rips apart xenos minds, leaving their empty shells in his wake
This is a psychic attack that automatically hits a single unit within 12”. All remembers of the unit must make an individual leadership test or suffer D3 S7 AP 2 hits, no saves of any kind allowed

Psychic Blades-The librarian creates crackling blades of warp energy that tear through xenos flesh. This is a psychic shooting attack with the following profile
Range S AP Type
18” 5 2 Assault 5


Emperors Strength-The librarian takes the marines faith in the emperor and charges it with power from the warp, allowing their weapons to swing harder and faster.
This is a blessing that targets a single friendly unit in 12”. It grants each member of the unit extra D3 attacks at normal initiative.

Cleansing Breath-The librarian takes a deep breath and breathes out a billowing torrent of flame that removes the stain of dirty xenos from their path.
This is a psychic shooting attack with the flowing profile
Range S AP Type
Hellstorm template 5 4 Assault 1


Each of these is just a BETTER version of a brb or codex power already in place. Why take Smite when you can take Psychic Blades? I don't understand, is this an apocalypse-only codex or are you planning on using it with friends? Why use Invisibility when you can just get a 3+ cover save with the snap of your fingers?

I know that the Deathwatch specialize in fighting Xenos, but your librarian is immune to every form of psychic protection that they have. Say your opponent plays Eldar. You you could march a big blob of marines up the field, throwing 3+ cover onto your men with 2 librarians, ignoring the weaponry of Dark Reapers and anything else that could harm Marines. Once you're up front, you blast all those puny Eldar out of cover with a Hellstorm template and D3 S7 AP2 hits with no saves allowed based on individual leadership checks. Even Eldrad is going to cry at that. 3+ cover is crazy good, an Assault 5, Strength 5, AP2 gun is very good, a Hellstorm template flamer will literally fry entire platoons of guardsmen in a single shot.

I'm not trying to be too harsh, but I think the psychic abilities are a tad too strong - especially if this is a friendly codex you plan on using with friends. My Thousand Sons weep every night for powers as strong as these.
   
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Coyote81 wrote:
I think you need to keep it a little more simple.

This is a basic FOC for a Deathwatch allies contingent.

Legion Trait: Each HQ and Dreadnought will have the option to be chosen to be from a specific legion, which will give them different abilities, themed on the legion they're from. Example: Dark Angels- Stubborn/free Extra Armor

Preferred enemy: Each squad of Deathwatch wil roll on a chart before the game starts to see what version of xenos they have preferred enemy against. Represents the specialization of Deathwatch teams. Eldar/Dark eldar/Tau/Nids/Necrons

HQ:
Captain -Legion picked affects gear options
Librarian -Legion picked affects power options
Ordos Xenos Inquisitor -Right out of the GK book.

Elite:
Kill Team -each member must have a certain amount of equipment and must be equipped differently, but they will have a ton of options.
Assassin -GK Options (one change, all assassins except callidus have infiltrate option)
Inquisitorial Guard (1 per Inquisitor, does count for FOC) GK options (Maybe replace anti-daemon guy with a Xenologist, who use special pistols instead of an eviserator)

Troops:
Deathwatch Squad(like a tacitcal squad with twice the special/heavy options) maybe stormbolters instead of bolters

Fast:
Scouts(BS 4 versions, not heavy bolter or missile options, maybe special weapon options instead)
Assault Specialists(Was thinking droppod with vanguard vet special ability) -I like the power falchion option listed in the OPs post. But it should give +2 attacks total. probably like 20pts each

Heavy:
Dreadnought -furioso/lib/heavy/venerable versions
Support squad (Like a dev squad) flakk missile and poison heavybolter options


This is what I would want to see from a Deathwatch codex. Not a rehash of the GK book or a wash of the Vanilla Dex. I would also consider add IG stormtroops to the troops section since they are often used by the Inquisition as well. That would give two troop options. Plus it would help make a more fluffy table with the basic troops being IG types and the elites being the SM types.

Now that could also lead to include one or two Leman Russ variants and the valkyrie.

And IG Stormtrooper stats aren't so terrible to be completely out shined on the table by the SM

And one special character worth seeing would be Amberley Vail the Ordo Xenos Inquisitor from the Ciaphas Cain novels.

If not for the mediocre who would be great, and thank goodness for those who are just terrible they make even those who are mediocre look great

May the Sons of Dorn forever be vigilant  
   
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Totally forgot Inquisitorial stormtroopers *smacks head*. I miss them from my Witch Hunter book. Edited post. I've never read that series. I don't like the Xenos inquisitor form the GK book, she's rather Radical IMO. No place in this Deathwatch list.

I looked her up, pretty interesting and would make for a good special character and entourage.

Amberley Vail
(175pts)

WS BS S T W I A LD Sv
4 4 3 3 3 4 3 10 3+

Customized Adepta Sororitas Power Armor: Has built in stabilizers that allow her to choose to use the Slow and Purposeful rule starting at the beginning of the movement phase.
Master of Disguise: Allows her and her Bodyguard to Infiltrate

Equipment: Power Armor, Heavy Bolter, Powerfist, Master Crafted Chainsword, Digital Needler (In challenges makes her attacks count as poisoned)

Entourage:

WS BS S T W I A LD Sv
3 3 3 3 1 4 1 8 5+

Rakel: Level one Psyker (must choose from Telepathy Discipline, but counts all powers as Warp Charge one for all purposes) Equipment: Force Staff, Flakk Armor

Caractacus Mott: Bionics: Increase BS to 5 and Armor save to 4+. Logorrhea: Roll a d6 at the beginning of the shooting phase, on a roll of a 1, reduce his BS to 2 for the turn as he forgets his calibrated adjustments. Equipment: Lasgun, Flakk Armor May purchase: Plasmagun +10pts Meltagun +10pts, Flamer +5pts Hotshot Lasgun +3pts.

Pelton aka "Flicker"
: Quickfire: Can fire his weapons at full BS when Snapfiring. Veteran: Increase his BS to 4. Equipment; Lasgun, Flakk Armor. May purchase: Plasmagun +10pts Meltagun +10pts, Flamer +5pts Hotshot Lasgun +3pts.

Simeon
: Commissar: Allows the unit to reroll morale and pinning tests. If the second test is failed, randomly kill one member of the Entourage. Equipment: Bolt Pistol, Chainsword, Flakk Armor.

Zemelda Cleat: Lucky Charm: Allows Amberley or any member of the Entourage to reroll any dice roll. Usable once per turn. Equipment: Lasgun, Flakk Armor May purchase: Plasmagun +10pts Meltagun +10pts, Flamer +5pts Hotshot Lasgun +3pts.

May Purchase up to 6 hired guns at 5pts per model. Equipment: Lasgun, Flakk Armor

May purchase a Chimera......etc

This message was edited 3 times. Last update was at 2012/12/12 02:40:30


Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
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Anyone else with some input one what they would like to see, or input on what is already there? I think I'll start working on a full spread of the list I came up with above.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in gb
Guarding Guardian




Could I suggest hatred xenos as opposed to preferred enemy
This would be fairer as before preferred enemy army wide would be op
   
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R'lyeh

hatred might be a bit better preferred enemy, definitely something to consider
Adding in stormtroopers is a good idea, though maybe only as troops if an inquisitor is taken
the codex does need to be limited a bit more, definitely adding more options to the kill marine
also I really don't want to add in any tanks, just an opinion, doesn't really seem to go well with the whole deathwatch idea, also considering droping the deathstorm drop pod, possibly even the stormraven
overall just trying to condense into fewer choices with a lot more options, I haven't added in any IC yet and I don't think I'm going to add in dreadnoughts, read something about deathwatch dreds being very rare
I have an IC option for one, not sure if I'll add it in

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fireworm21 wrote:
Could I suggest hatred xenos as opposed to preferred enemy
This would be fairer as before preferred enemy army wide would be op


I think hatred is a pretty terrible rule for guys that are shooting oriented, but to balance the preferred enemy, the units that have it (squads only, ICs have different rules) have to roll on a table before the game starts to see what they have. Just because Deathwatch trains to be very good at killing xenos, doesn't mean thats the xenos they'll run into. So some games you'll have a pretty damn good rule on one unit, and the other will get useless rules. I think it balances out well, especially since they'll be very few deathwatch squads on that table anyways, not like it's a whole army of preferred enemy, it's a squad or 2 at most, and random chance if they even get the right enemy. They would roll before combat squading, but thats not a big deal anyways.

Example table: D6: 1- Eldar (Praticed at resisiting power of the warp and seeing through illusions)
2- Dark Eldar (Praticed at combating opponents with overwhelming speed and experts in hitting moving targets)
3- Necrons (praticed at combating relentless opposition, conservation of ammo by accuracy of shooting.
4- Orks (coming soon)
5- Tau (coming soon)
6- Tyranids (coming soon)

This message was edited 2 times. Last update was at 2012/12/15 00:39:29


Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
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R'lyeh

I hyone had a wonderful Christmas
Now that exams are over and I have some free time I've been looking at the DW coded again and have decided to try and cut it down to less choices within each category but with lots and lots of different choices within each of those. So for example only two troop choices but very customizable troop choices. I think I also have a way of fixing the OP psychic powers, all be trying to post my ideas over the next few days. In the meantime this is what I'm thinking for basic FOC choices
HQ
SM leader, can be upgraded increasingly with upgrades to different characters (ex. Veteran sarge, Captian, master of the hunt, chapter master equivalent)
Inquisitor, again lots of options and different benefits for taking as different ordos, also make storm troopers troops

Elites
Kill marine- lots of choices, high powered, very expensive
Terminators, outfitted individually
Specilists, upgrade to champion, epistolary/librarian, apothecary, chaplain, techmarine
Assassins, taken if inquisitor is chosen

Troops
Storm troopers
Tac marines, have to options to get upgraded to assault and devestator marines

ded trans
drop pods-for SM
chimera-for assassins, inquisitors, stormtroopers

Also I think there should be some redesigned combat squads so you can run squads as individual models instead of keeping them bunched up like normal marines
Also all standard SM will come with special ammo options and everyone else can take it for a very cheap upgrade

This message was edited 1 time. Last update was at 2012/12/28 05:53:32


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I would add Rhino's and Razorbacks for DT as well.

If not for the mediocre who would be great, and thank goodness for those who are just terrible they make even those who are mediocre look great

May the Sons of Dorn forever be vigilant  
   
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R'lyeh

just the units, special rules are pretty much still the same


Deathwatch Watch Captian-100 Points
WS BS S T W I A Ld Sv
5 5 4 4 3 6 3 10 3+
Unit Composition:
• 1 Deathwatch Watch Captain
Unit Type:
• Infantry
Wargear:
• Power Armour
• Chainsword
• Boltgun
• Special Issue Ammunition (choose 1 for entirety of game)
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Operation Squad
• Independent Character
Options
May select Preferred Enemy for one of the following armies given to the entire deathwatch kill team as long as the character is alive +60 pts
• Eldar
• Dark Eldar
• Ork
• Tau
• Tyranids
• Necrons
May upgrade to Deathwatch Watch Commander +45 pts
You gain
• +1 WS +1 W, +1 I
• Access to the Deathwatch Armoury
• Feel No Pain
• Special Issue Ammunition (choose 2 for entirety of game)
May upgrade to Deathwatch Keeper +75 pts
You gain
+1 W, +2 WS, +1 BS, +1 I
• Access to the Deathwatch Armoury
• Access to the Deathwatch Artifact Armoury
• Special Issue Ammunition
• Eternal Warrior
• Adamantine Mantle
May replace boltgun and/or chainsword with:
• A bolt pistol free
• A stormbolter +3 pts
• A combi-flamer, -melta, or plasma +10 pts
• A storm shield, power weapon, lightning claw or plasma pistol +15 pts
• A power fist+25 pts
• A thunder hammer +30 pts
May replace boltgun and chainsword with relic blade +30 pts
May replace power armour with artificer armour +25 pts
May take:
• Melta Bombs +5 pts
• Digital Weapons +10 pts
• Auxiliary Grenade Launcher +15 pts
• Teleport Homer +15 pts
May replace power armour, boltgun, chainsword, frag and krak grenades and special issue ammunition with terminator armour, storm bolter and power weapon +45 pts
May replace storm bolter with:
• Combi-flamer, -melta, or –plasma +5 pts
• Heavy Flamer +5 pts
• Lightning claw +10 pts
Thunder hammer +15 pts
May replace power weapon with
• Lightning claw or storm shield+10 pts
• Power fist or chain fist +15 pts
If terminator armour is not chosen, you may choose one of the following:
• Jump pack +25 pts
• Deathwatch bike +35 pts
• Deathwatch Assault Jump Pack +50 pts


Inquisitor-45 points
WS BS S T W I A Ld Sv
4 4 3 3 3 5 2 10 4+
Unit Composition
• 1 Inquisitor
Unit Type
• Infantry
Wargear
• Carapace Armor
• Bolt Pistol
• Chainsword
• Frag and Krak Grenades
• Psyk-out Grenades
Special Rules
• Stubborn
• Fearless
• Independent Operation Squad
• Independent Character
Options
May upgrade to Ordo Xenos +20 pts
You gain
• +1 BS +1 W,
• Hellfire Rounds
May upgrade to Ordo Malleus +20 pts
You gain
• +1 WS, +1 I
• Psybolt Ammunition
May upgrade to Ordo Hereticus +20 pts
You gain
• +1 BS, +1 I
• Wrist Flamer
May Replace Chainsword and/or Bolt Pistol with:
• Power Sword +15 pts
• Plasma Pistol +20 pts
• Combi-flamer, -melta, -plasma +10 pts
• Needle Pistol +15 pts
• Condemnor Boltgun +15 pts
• Scythian Venom Talon +20 pts
May Replace Chainsword and Bolt Pistol with:
• Daemonblade
May replace carapace armour with power armour +20 pts
May take:
• Melta bombs +5 pts
• Digital weapons +15 pts
• Up to 3 servo skulls +3 pts each
• Forceshield +20 pts
• Jump Pack +20 pts
• Deathwatch Bike +30 pts

Dedicated Transport
• An Inquisitor may select an Inquisitorial Chimera as dedicated transport

If an inquisitor is chosen, they may select Inquisitorial Stormtroopers as Troops and/or Ordo Sicarius Assassins as Elites


Deathwatch Specialist-100 points
WS BS S T W I A Ld Sv
5 4 4 4 2 5 2 10 3+
Unit Composition
• 1 Deathwatch Specialist
Unit Type
• Infantry
Wargear
• Power Armor
• Boltgun
• Special Issue Ammunition (Choose one for entirety of game)
• Frag and Krak Grenades
• Chainsword
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Independent Operation Squad
Options
You must choose one of the following
Upgrade to Deathwatch Chaplain +20 pts
• You gain +1 WS, +1 A, +1 I
• Replaces chainsword with Crozius Arcanum
• Adds Rosarius
• Gains Special Rules: Litergies of Battle and Lore of the Ages
Upgrade to Deathwatch Apothecary+ 25 pts
• You gain +1 W, +1 I, +1 T
• Gains Feel No Pain
• Gains Special Rule: Battle Medic
Upgrade to Deathwatch Champion +25 pts
• You gain +1 WS, +1 S, +1 A
• Gains access to Deathwatch Armoury
• Gains special rules: Furious Charge and Shred
Upgrade to Deathwatch Techmarine +25 pts
• You gain +1 BS, +1 W, +1 A
• Gains servo-harness
• Gains special rule: Work, Damn it! and Bolster Defenses
• May take an Astartes Omni-Tool for +15 pts
Upgrade to Deathwatch Librarian +30 pts
• You gain +1 BS, +1 A, +2 I
• Replaces chainsword with force weapon
• Adds Psychic Hood, Psyker level 1
• May be upgraded to Epistolary (psyker level 2) + 25 pts
• May take Xenos Psycharium +30 pts
• Gains access to Deathwatch Armoury
• Psychic Powers
A librarian knows any one of the following psychic powers:
Shadow Gaze, Leap of Infinity, Adrenaline Rush, Quacking Earth, Death Incarnate, Emperor’s Strength, Mind Tear, Psychic Blades, Cleansing Breath
• The librarian may learn any additional psychic power for +15 pts each
May replace boltgun and/or chainsword with:
• A stormbolter +3 pts
• A combi-flamer, -melta, or plasma +10 pts
• A storm shield, power weapon, lightning claw or plasma pistol +15 pts
• A power fist+25 pts
• A thunder hammer +30 pts
May replace power armour with artificer armour +25 pts
May replace servo-harness with conversion beamer +20 pts
May take:
• Melta Bombs +5 pts
• Digital Weapons +10 pts
May replace power armour, boltgun, chainsword, frag and krak grenades and special issue ammunition with terminator armour, storm bolter and power weapon +40 pts
May replace storm bolter with:
• Combi-flamer, -melta, or –plasma +5 pts
• Lightning claw +10 pts
Thunder hammer +15 pts
May replace power weapon with
• Lightning claw or storm shield+10 pts
• Power fist or chain fist +15 pts
If terminator armour is not chosen, you may choose one of the following:
• Jump pack +25 pts
• Deathwatch bike +35 pts
• Deathwatch Assault Jump Pack +50 pts


Deathwatch Terminators-30 points
WS BS S T W I A Ld Sv
5 4 4 4 1 5 2 10 2+
Unit Composition
• 1 Deathwatch Terminator
Unit Type
• Infantry
Wargear
• Terminator Amour
• Storm Bolter
• Power Fist
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Operation Squad
• Relentless
Options
Add up to five additional Terminators +30 pts
Any Terminator may replace power fist and/or storm bolter with:
• Lightning Claws +5 pts
• Thunder Hammer +10 pts
• Storm Shield +10 pts
• Chainfist +5 pts
• Power Weapon +10 pts
• Heavy Flamer +5 pts
• Assault Cannon +30 pts
• Cyclone Missile Launcher +30 pts
May replace power fist and storm bolter with relic blade +35 pts
May take Special Issue Ammunition with stormbolter +20 pts

Dedicated Tranport
Unit may select drop pod as dedicated transport. Terminators count as two models for the purposes of filling the transport


Deathwatch Kill Marine-135 points
WS BS S T W I A Ld Sv
4 6 4 5 2 9 2 10 3+
Unit Composition
• 1 Deathwatch Kill Marine
Unit Type
• Infantry
Wargear
• Power Amour
• Ultra Pattern Mark IX Sniper Rifle
• Frag and Krak Grenades
• Bolt pistol
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Character
• Independent Operation Squad
• Infiltrate
• Independent Agent
Options
May replace bolt pistol with:
• Chainsword free
• A stormbolter +3 pts
• A combi-flamer, -melta, or plasma +10 pts
• Plasma pistol +15 pts
• Storm shield +15 pts
• Power Weapon +20 pts
May replace power armour with artificer armour +35 pts
May take:
• Camo cloak +5 pts
• Locator beacon +10 pts
• Teleport homer +15 pts
• Jump Pack +25 pts
• Deathwatch Bike +35 pts
• Deathwatch Assault Jump Pack +50 pts
Has Access to Deathwatch Armoury


Callidus Assassin-145 points
WS BS S T W I A Ld Sv
8 8 4 4 2 7 4 10 4+
Unit Composition
• 1 Callidus Assassin
Unit Type
• Infantry (character)
Wargear
• Frag Grenades
• Synskin
• C’tan Phase Sword
• Neural Shredder
• Polymorphine
Special Rules
• Move through Cover
• Fearless
• Fleet
• Lightning Reflexes
• Hit and Run
• Stealth

Eversor Assassin-130 points
WS BS S T W I A Ld Sv
8 8 4 4 2 7 4 10 4+
Unit Composition
• 1 Eversor Assassin
Unit Type
• Infantry (character)
Wargear
• Frag Grenades
• Synskin
• Melta bombs
• Neuro Gauntlet
• Frenzon
• Executioner Pistol
Special Rules
• Move through Cover
• Fearless
• Fleet
• Lightning Reflexes
• Furious Charge

Culexus Assassin-135 points
WS BS S T W I A Ld Sv
8 8 4 4 2 7 4 10 4+
Unit Composition
• 1 Culexus Assassin
Unit Type
• Infantry (character)
Wargear
• Frag Grenades
• Synskin
• Psyk-out Grenades
• Psyocculum
• Animus Speculum
• Etherium
Special Rules
• Move through Cover
• Fearless
• Fleet
• Lightning Reflexes

Vindicare Assassin-145 points
WS BS S T W I A Ld Sv
8 8 4 4 2 7 4 10 4+
Unit Composition
• 1 Vindicare Assassin
Unit Type
• Infantry (character)
Wargear
• Frag Grenades
• Synskin
• Blind Grenades
• Exitus Pistol
• Exitus Rifle
Special Rules
• Move through Cover
• Fearless
• Fleet
• Lightning Reflexes
• Stealth
• Infiltrate
• Deadshot


Deathwatch Tactical Marine-125 Points
WS BS S T W I A Ld Sv
4 5 4 4 1 5 2 10 3+
Unit Composition:
• 5 Deathwatch Tactical Marines
Unit Type:
• Infantry
Wargear:
• Power Armour
• Bolt pistol
• Combi-flamer
• Special Issue Ammunition
• Frag and Krak Grenades
Special Rules
• And They Shall Know No Fear
• Fearless
• Independent Operation Squad
Options
May include up to seven additional marines +25 pts per model
Any Deathwatch Tactical Marine may take:
• melta bombs +5 pts
• locator beacon +10 pts
• teleport homer +15 pts
Any model may replace their combi-flamer with:
• A combi-melta or –plasma +5 pts
Any model may replace their combi-flamer with any of the following heavy weapons:
• A heavy bolter, multi-melta or missile launcher +15 pts
• A plasma cannon +25 pts
• A lascannon + 35 pts
• An armourbane missile launcher +45 pts
If 50% or more of the squad (rounding up) select to replace their boltguns with heavy weapons, the entire squad is considered deathwatch devastator marines and gain the following:
• Relentless
• +1 T
If the squad has not taken any heavy weapons, they may take:
• Jump Packs +25 pts per model
• Deathwatch Assault Jump Pack +50 pts per model
If the squad takes jump packs and/or deathwatch assault jump packs, they may replace their boltgun and/or bolt pistol with:
• Chainsword +3 pts
• A power weapon +10 pts
• A storm shield +15 pts
• A plasma pistol +15 pts
• A lightning claw +15 pts
• A power fist +20 pts
• A thunder hammer +20 pts
If 50% or more of the squad (rounding up) select to replace their boltguns with heavy weapons, the entire squad is considered deathwatch assault marines and gain the following:
• +1 WS, +1 A

For every five models taken, one may be upgraded to a Deathwatch Blackshield for 10 pts. If so, the model gains the following:
• +1 WS
• Rampage
• Furious Charge
• They may take replace their combi-flamer and/or bolt pistol with any weapon available to deathwatch devastator, tactical or assault marines

Dedicated Transport
A squad may select a drop pod as dedicated transport. If the squad has taken jump packs or deathwatch assault jump packs, they count as two models for the purposes of filling transport


Inquisitorial Stormtroopers-35 Points
WS BS S T W I A Ld Sv
3 4 3 3 1 4 1 8 4+
Unit Composition:
• 5 Inquisitorial Stormtroopers
Unit Type:
• Infantry
Wargear:
• Carapace Armour
• Hot-Shot Lasgun
• Hot-Shot Laspistol
• Close Combat Weapon
• Frag and Krak Grenades
Special Rules
• Deep Strike
• Fearless
• Special Operations
Options
May have up to five additional Inquisitorial Stormtroopers +16 pts per model
Up to two Inquisitorial Stormtroopers may exchange their Hot-Shot Lasguns for one of the following
• Flamer +3 pts
• Grenade Launcher +5 pts
• Meltagun +5 pts
• Plasma gun +10 pts

Dedicated Transport
The squad may select an Inquisitorial Chimera as dedicated transport.


Deathwatch Drop Pod-40 Points
Armour
BS F S R
4 12 12 12
Unit Composition-1 Drop Pod
Unit Type-Vehicle (Open-topped)
Wargear
• Storm bolter
Transport Capacity
• Twelve Models
Options
• May replace storm bolter with deathwind missile launcher +20 pts
• May replace storm bolter with assault cannon +25 pts
• May take a locator beacon +10 pts
Special Rules
• Inertial Guidance System
• Immobile
• Drop Pod Assault


Inquisitorial Chimera-50 Points
Armour
BS F S R
3 12 11 10
Unit Composition-1 Inquisitorial Chimera
Unit Type-Vehicle (tank)
Wargear
• Heavy Bolter
• Multi-laser
• Searchlight
• Smoke Launchers
Transport Capacity
• Twelve Models
Special Rules
• Amphibious
Options
May replace multi-laser with:
• Heavy flamer or heavy bolter free
May replace heavy bolter with heavy flamer free
May take any of the following:
• Dozer blade +5 pts
• Hunter-killer missile +10 pts
• Storm bolter +10 pts
• Heavy Stubber +10 pts
• Extra armour +15 pts

think these are the only new things

Independent Operation Squad-Deathwatch kill team members are trained not only to work as a group but also work as individuals to accomplish their task
Squads with this rule do not need to maintain unit coherency and only need to be referred to in their squad form for the purposes of list building and outfitting

Deathwatch Assault Jump Packs-function identically to normal jump packs, except that they may assault on the turn they arrive via deep strike

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
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Made in us
Long-Range Land Speeder Pilot





Colorado Springs CO USA

hum....some I like, some I don't. I still think the Marines need access to the Rhino's Razorbacks

If not for the mediocre who would be great, and thank goodness for those who are just terrible they make even those who are mediocre look great

May the Sons of Dorn forever be vigilant  
   
Made in us
Elite Tyranid Warrior





R'lyeh

I made and posted this before I noticed your comment but the reason I didn't put in any rhinos or razorbacks is twofold. One is that deathwatch is supposed to be fast and hard hitting and I've considered adding in a stormraven but I don't feel deathwatch would use a lot of vehicles, especially with the independent operations squad rules to allow units to separate and move on their own. Also it's supposed to be an allies, not a full codex and want to keep it shorter rather then just a facelit to the vanilla marine codex

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