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Made in gb
Ultramarine Librarian with Freaky Familiar





So, this is my idea of what a Deathwatch mini-dex might be like. I'm a bit unsure as to the Deathwatch Ammo rule, and some of my costings, but I'd love to hear some feedback from this. Would you play against this?
Relics are, as of yet, unfinished, I'm trying to get some ideas. Perhaps you could drop me a few ideas?


Codex: Deathwatch

Deathwatch FOC
Spoiler:
The Deathwatch are seldom deployed as an en masse force. Therefore, an army chosen from Codex: Deathwatch may not use the Combined Arms Detachment and Allied Detachment in the main rulebook. Instead, any army chosen from Codex: Deathwatch must use the Deathwatch Kill Team detachment:

HQ 0-2
Troops 1-3
Elites 0-3
Fast Attack 0-1
Heavy Support 0-1


Vermillion Priority - All units from this detachment have the Objective Secured rule, and score an extra Victory point for every objective gained.
The Warlord may reroll the dice to determine Warlord Traits.


Army-wide Special Rules
Spoiler:
Preferred Enemy (Xenos) - The model gains Preferred Enemy against all units from Faction Eldar, Dark Eldar, Harlequins, Orks, Tau Empire, Tyranids, Necrons, and Jokaero Gunsmiths from Codex: Inquisition.

Deathwatch Ammo - When firing with any bolters, combi-weapons firing as bolters, bolt pistols, storm bolters and heavy bolters, the unit owner may declare which type of ammo the whole squad is using. All Stats remain the same when firing with different weapons, unless changed by the ammo's profile, ie. A Heavy Bolter firing Metal Storm rounds would be 30" S4 AP6 Heavy 3 Blast, a bolter is 18" S3 AP6 Rapid Fire Blast and a bolt pistol is 6" S3 AP6 Pistol Blast.

Kraken Rounds (+6" range, AP 4)
Metal Storm Rounds (-6" Range, -1 Strength and AP, gains Blast)
Antiphasic Rounds (Ignores Necron Reanimation Protocols)
Dragonfire Rounds (Gains Ignores Cover)
Hellfire Rounds (S1 AP5, Gains Poisoned 2+)
Vengeance Rounds (-6" range, AP3 and Gets Hot!)
Witch Hunter Rounds (Wounds models with the Psyker/Psychic Pilot/Brotherhood of Psykers rule on a 2+)

Deathwatch Chapter Tactics – Every unit of Deathwatch uses the Chapter Tactic of their highest Ranking model. The chain of command in the Deathwatch is:
Watch Commander (Highest)
Watch Captain
Deathwatch Master of the Forge
Deathwatch Librarian/Deathwatch Chaplain
Deathwatch Sergeant (Lowest)
For example, A Deathwatch Squad is led by a Black Templars Sergeant. The squad benefits from the Black Templars Chapter Tactic, until an Ultramarine Watch Captain joins the squad. The entire squad now benefits from the Ultramarine Chapter Tactic, until the Watch Captain leaves.

Every Character model must choose a Chapter to come from and a Chapter Tactic to benefit from.

Ultramarines: An Ultramarines unit uses the Ultramarines Chapter Tactics on page 77 of Codex: Space Marines. However, a model can only be affected by a Doctrine once per game. For example, a Deathwatch Squad led by an Ultramarine Deathwatch Sergeant uses its Devastator Doctrine. The turn after, it is joined by an Ultramarine Watch Captain. If the Captain uses Devastator Doctrine, the rest of his squad will not benefit, as they used it in the previous turn.

White Scars: A White Scars unit uses the White Scars Chapter Tactics on page 77 of Codex: Space Marines.

Imperial Fists: An Imperial Fists unit uses the Imperial Fists Chapter Tactics on page 78 of Codex: Space Marines. Note that Bolter Drill does affect a unit firing with Deathwatch Ammo, unlike Sternguard Veterans.

Black Templars: A Black Templars unit uses the Black Templars Chapter Tactics on page 78 of Codex: Space Marines. Note that Crusader Squads are not available in Codex: Deathwatch, and that the Accept Any Challenge, No Matter the Odds rule is kept by the Character of the unit, even if the unit has been joined by a higher Ranking Character of a different Chapter.

Iron Hands: An Iron Hands unit uses the Iron Hands Chapter Tactics on page 78 of Codex: Space Marines. Note that the It Will Not Die rule gained by Machine Empathy is kept by the Character of the unit, even if the unit has been joined by a higher Ranking Character of a different Chapter, and that this rule does not apply to vehicles.

Salamanders: A Salamanders unit uses the Salamanders Chapter Tactics on page 78 of Codex: Space Marines. Note that a Character using this Chapter Tactic keeps its mastercrafted weapons gained via the Master Artisans rule even if the unit is joined by a higher Ranking Character of a different Chapter.

Raven Guard: A Raven Guard unit uses the Raven Guard Chapter Tactics on page 78 of Codex: Space Marines.

Blood Angels: A Blood Angels unit receives the Furious Charge rule. Any Blood Angel units equipped with a jump pack also scatter 1d6” less when Deep Striking.

Dark Angels: A Dark Angels unit receives the Stubborn rule, but the unit loses the ability to choose to fail a morale check. Any Dark Angels unit in Terminator Armour also receives the Fearless and Preferred Enemy (Chaos Space Marines) rule.

Space Wolves: A Space Wolves unit receives Counter-Attack and Acute Senses. Any Characters may also add +1S to any power weapons (frost weapons) for 5 points. This is not removed if a higher Ranking Character joins the unit.

Blackshield: A unit led by a Black Shield receives the Zealot and Rampage special rules.


Warlord Traits and Relics
Spoiler:
Deathwatch Warlord Traits
1. The Warlord and his unit never scatter when Deep Striking, either in a vehicle, Terminator armour or jump pack.
2. The Warlord always Seizes Initiative on a 4+
3. The Warlord and his unit can choose to pass or fail any Morale test.
4. The Warlord and his unit have Monster Hunter.
5. The Warlord causes Fear.
6. The Warlord receives Eternal Warrior.


Deathwatch Relics
N/A



Deathwatch Weaponry
Spoiler:
Deathwatch Armoury
-Chainsword for free
-Bolter for free
-Bolt pistol for free
-Combat shield for 5 points
-Combi-weapon for 10 points
-Power weapon for 15 points
-Lightning claw for 15 points
-Hand flamer for 15 points
-Infernus pistol for 15 points
-Plasma pistol for 15 points
-Storm shield for 20 points
-Power fist for 25 points
-Relic blade for 25 points
-Thunder hammer for 30 points


Terminator Armoury
-Power weapon for free
-Lightning claw for 5 points
-Combi-weapon for 10 points
-Storm shield for 10 points
-Power fist for 10 points
-Relic blade for 10 points
-Chainfist for 15 points
-Thunder hammer for 15 points


HQ

Watch Commander
Spoiler:
Composition: 1 Watch Commander
Type: Infantry (Character)
Points: 150
Watch Commander
WS6
BS5
S4
T4
W4
I5
A5
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
Independent Character
And They Shall Know No Fear

Wargear: Power armour
Bolter
Bolt pistol
Frag and krak grenades
Iron Halo
Orbital Bombardment

The Watch Commander may replace his bolter/bolt pistol with any item from the Deathwatch Armoury or Deathwatch Relics.

The Watch Commander may mastercraft a single weapon for 5 points.

The Watch Commander may also take:
-Meltabombs for 5 points
-Auspex for 5 points
-Digital weapons for 10 points
-Teleport homer for 10 points
-Rad grenades for 15 points
-Pyschotroke grenades for 15 points

The Watch Commander may replace his power armour for artificer armour for 10 points

The Watch Commander may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his power armour, bolter, bolt pistol and frag and krak grenades with Terminator Armour, power weapon and storm bolter for 40 points. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Watch Captain
Spoiler:
Composition: 1 Watch Captain
Type: Infantry (Character)
Points: 120
Watch Captain
WS6
BS5
S4
T4
W3
I5
A4
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
Independent Character
And They Shall Know No Fear
Lance Strike

Lance Strike
Range: Infinite
S: 8
AP: 1
Type: Ordnance 1, Barrage, Armourbane, Blast, Orbital, One Use Only

Wargear: Power armour
Bolter
Bolt pistol
Frag and krak grenades
Iron Halo
Lance Strike

The Watch Captain may replace his bolter/bolt pistol with any item from the Deathwatch Armoury or Deathwatch Relics.

The Watch Captain may mastercraft a single weapon for 5 points.

The Watch Captain may also take:
-Meltabombs for 5 points
-Auspex for 5 points
-Digital weapons for 10 points
-Teleport homer for 10 points
-Rad grenades for 15 points
-Pyschotroke grenades for 15 points

The Watch Captain may replace his power armour for artificer armour for 10 points

The Watch Captain may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his power armour, bolter, bolt pistol and frag and krak grenades with Terminator Armour, power weapon and storm bolter for 40 points. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Deathwatch Librarian
Spoiler:
Composition: 1 Deathwatch Librarian
Type: Infantry (Character)
Points: 90
Deathwatch Librarian
WS5
BS4
S4
T4
W2
I5
A3
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics (Note that a Deathwatch Librarian cannot take Black Templars Tactics)
Deathwatch Ammo
Independent Character
And They Shall Know No Fear
Psyker (Mastery Level 1)

Psyker: Deathwatch Librarians generate powers from the Biomancy, Pyromancy, Telekinesis, Telepathy, Divination, Santic, and Malefic disciplines.

Wargear: Power armour
Force weapon
Bolt pistol
Frag and krak grenades
Psychic hood

May be upgraded to Psyker (Mastery Level 2) for 25 points
May be upgraded to Psyker (Mastery Level 3) for 50 points

The Deathwatch Librarian may replace his bolt pistol with any item from the Deathwatch Armoury or Deathwatch Relics.

The Deathwatch Librarian may mastercraft a single weapon for 5 points.

The Deathwatch Librarian may also take:
-Meltabombs for 5 points
-Auspex for 5 points
-Digital weapons for 10 points
-Teleport homer for 10 points
-Rad grenades for 15 points
-Pyschotroke grenades for 15 points

The Deathwatch Librarian may replace his power armour for artificer armour for 10 points

The Deathwatch Librarian may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his power armour, bolt pistol and frag and krak grenades with Terminator Armour and storm bolter for 40 points. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Deathwatch Chaplain
Spoiler:
Composition: 1 Deathwatch Chaplain
Type: Infantry (Character)
Points: 110
Deathwatch Chaplain
WS5
BS4
S4
T4
W2
I5
A3
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
Independent Character
Zealot

Wargear: Power armour
Crozius Arcanum
Bolt pistol
Frag and krak grenades
Rosarius

The Deathwatch Chaplain may replace his bolt pistol with any item from the Deathwatch Armoury or Deathwatch Relics.

The Deathwatch Chaplain may mastercraft a single weapon for 5 points.

The Deathwatch Chaplain may also take:
-Meltabombs for 5 points
-Auspex for 5 points
-Digital weapons for 10 points
-Teleport homer for 10 points
-Rad grenades for 15 points
-Pyschotroke grenades for 15 points

The Deathwatch Chaplain may replace his power armour for artificer armour for 10 points

The Deathwatch Chaplain may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his power armour, bolt pistol and frag and krak grenades with Terminator Armour and storm bolter for 40 points. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Deathwatch Master of the Forge
Spoiler:
Composition: 1 Deathwatch Master of the Forge
Type: Infantry (Character)
Points: 110
Deathwatch Master of the Forge
WS4
BS5
S4
T4
W2
I5
A3
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
Independent Character
And They Shall Know No Fear
Blessing of the Omnissiah
Bolster Defences

Wargear: Artificer armour
Bolter
Bolt pistol
Frag and krak grenades
Servo-harness

The Deathwatch Master of the Forge may replace his bolter/bolt pistol with any item from the Deathwatch Armoury or Deathwatch Relics.

The Deathwatch Master of the Forge may mastercraft a single weapon for 5 points.

The Deathwatch Master of the Forge may also take:
-Meltabombs for 5 points
-Auspex for 5 points
-Digital weapons for 10 points
-Teleport homer for 10 points
-Rad grenades for 15 points
-Pyschotroke grenades for 15 points

The Deathwatch Master of the Forge may replace his servo-arm and bolter with a conversion beamer for 20 points

The Deathwatch Master of the Forge may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his artificer armour, bolter, bolt pistol and frag and krak grenades with Terminator Armour, power axe and storm bolter for 40 points. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Deathwatch Keeper Squad (One per HQ choice)
Spoiler:
Composition: 2 Deathwatch Keepers
Type: Infantry
Points: 100
Deathwatch Keeper
WS5
BS5
S4
T4
W1
I5
A3
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
And They Shall Know No Fear
Guardian of Relics

Guardian of Relics - Deathwatch Keepers score double Victory Points when securing an objective, or removing the last model when killing a unit (if that would score a Victory Point). Note that the extra Victory points gained from Vermillion Priority in the Deathwatch Kill Team Detachment do not count for the purposes of doubling Victory points.

Wargear: Artificer armour
Bolter
Bolt pistol
Power glaive
Frag and krak grenades

Power glaive:
Range: -
S: +1
AP: 2
Special Rules: Melee, Polearm, Unwieldy, Two-handed, master-crafted

Polearm - In the first round of combat, the power glaive strikes at Initiative.

May add up to two more Deathwatch Keepers for 50 points a model.


Ordo Xenos Inquisitor
Spoiler:
Composition: 1 Ordo Xenos Inquisitor
Type: Infantry (Character)
Points: 25
Inquisitor
WS4
BS4
S3
T3
W3
I4
A3
Ld10
Independent Character
Stubborn

Wargear: Carapace armour
Bolt pistol
Chainsword
Frag and krak grenades

May replace bolt pistol/ chainsword with a:
-Power sword for 10 points
-Plasma pistol for 10 points
-Combi-weapon for 10 points
-Needle pistol for 15 points
-Scythian venom talon for 15 points
-Conversion beamer for 45 points


May replace carapace armour with power armour for 10 points

May take up to 3 servo skulls at 3 points each

May take any of the following:
-Digital weapons for 5 points
-Ulumeanthi plasma siphon for 10 points
-Rad grenades for 15 points
-Pyschotroke grenades for 15 points


May upgrade to be Psyker (Mastery Level 1), drawing from Biomancy, Telepathy, Pyromancy, Divination, Telekinesis, Santic and Malefic disciplines, exchanging one weapon for a force weapon for 30 points.


Troops

Deathwatch Marines
Spoiler:
Composition: 4 Deathwatch Marines and 1 Deathwatch Sergeant
Type: Infantry (Deathwatch Sergeant is Infantry (Character))
Points: 160
Deathwatch Marines
WS4
BS4
S4
T4
W1
I5
A2
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
And They Shall Know No Fear
Combat Squads

Deathwatch Sergeant
WS4
BS4
S4
T4
W1
I5
A3
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
And They Shall Know No Fear
Combat Squads

Wargear: Power armour
Bolter
Bolt pistol
Frag and krak grenades

May take up to 5 extra Deathwatch Marines at 30 points per model.

Any model may replace their bolter/bolt pistol with a combi-weapon for 10 points.

Up to two models without jump packs may replace their bolter with a:
-Heavy Bolter for 10 points
-Multimelta for 10 points
-Heavy Flamer for 10 points
-Missile Launcher for 15 points (25 with flakk missiles)
-Plasma Cannon for 15 points
-Lascannon for 20 points
-Flamer for 5 points
-Meltagun for 10 points
-Grav-gun for 15 points
-Plasma gun for 15 points

The entire squad may take jump packs for 10 points per model
Any model with a jump pack may replace their bolter/bolt pistol with:
-Chainsword for free
-Combat shield for 5 points
- Power weapon for 15 points
-Hand flamer for 15 points
-Infernus pistol for 15 points
-Plasma pistol for 15 points
-Storm shield for 20 points
-Power fist for 25 points
-Relic blade for 25 points
-Thunder hammer for 30 points

The Deathwatch Sergeant may replace his bolter/bolt pistol with any item from the Deathwatch Armoury.

The Deathwatch Sergeant may mastercraft a single weapon for 5 points.

The Deathwatch Sergeant may also take:
-Meltabombs for 5 points.
-Teleport homer for 10 points

The squad may take a Rhino, Razorback, Drop Pod, Land Speeder Storm, Land Raider (any variant) or Stormraven Gunship as a Dedicated Transport.


Elites

Deathwatch Terminators
Spoiler:
Composition: 4 Deathwatch Marines and 1 Deathwatch Sergeant
Type: Infantry (Deathwatch Sergeant is Infantry (Character))
Points: 200
Deathwatch Marines
WS4
BS4
S4
T4
W1
I5
A2
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
And They Shall Know No Fear
Combat Squads

Deathwatch Sergeant
WS4
BS4
S4
T4
W1
I5
A3
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
And They Shall Know No Fear
Combat Squads

Wargear: Terminator armour
Storm bolter
Power weapon

May take an extra 5 Deathwatch Terminators at 40 points per model
Any model may replace their storm bolter/power weapon with any item from the Terminator Weapons.

For every 5 models, one model may:
-Replace their storm bolter for a heavy flamer for 5 points
-Replace their storm bolter for an assault cannon for 20 points
-Take a cyclone missile launcher for 25 points

The Deathwatch Sergeant may mastercraft a single weapon for 5 points.

A Deathwatch Terminator Squad may take any variant of Land Raider or Stormraven as a Dedicated Transport.


Deathwatch Lexicanum
Spoiler:
Composition: 1 Deathwatch Lexicanum
Type: Infantry (Character)
Points: 35
Deathwatch Lexicanum
WS4
BS4
S4
T4
W1
I5
A2
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics (Note that a Deathwatch Lexicanum cannot take Black Templars Tactics)
Deathwatch Ammo
Independent Character
And They Shall Know No Fear
Psyker (Mastery Level 1) (Note that a Deathwatch Lexicanum cannot take the Black Templars Chapter Tactic)
Trainee Psyker

Trainee Psyker – The Lexicanum must harness one more Warp Charge point than normal to pass the Psychic Test. For example, a Warp Charge 1 power would need 2 Warp Charge to pass. Any attempts to Deny the Witch ignore this extra Warp Charge, so a Warp Charge 1 power, with two Warp Charge harnessed by the Lexicanum, would be denied with one Warp Charge.

Psyker: Deathwatch Lexicanums generate their powers from the Biomancy, Pyromancy, Telekinesis, Telepathy, Divination, Santic and Malefic disciplines.

Wargear: Power armour
Force weapon
Bolt pistol
Frag and krak grenades

The Deathwatch Lexicanum may replace his bolt pistol with any item from the Deathwatch Armoury.

The Deathwatch Lexicanum may also take:
-Meltabombs for 5 points
-Teleport homer for 10 points

The Deathwatch Lexicanum may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his power armour, bolt pistol and frag and krak grenades with Terminator Armour and storm bolter. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Deathwatch Warden
Spoiler:
Composition: 1 Deathwatch Chaplain
Type: Infantry (Character)
Points: 45
Deathwatch Warden
WS4
BS4
S4
T4
W1
I5
A2
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
Independent Character
Zealot

Wargear: Power armour
Crozius Arcanum
Bolt pistol
Frag and krak grenades

The Deathwatch Warden may replace his bolt pistol with any item from the Deathwatch Armoury.

The Deathwatch Warden may also take:
-Meltabombs for 5 points
-Teleport homer for 10 points

The Deathwatch Warden may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his power armour, bolt pistol and frag and krak grenades with Terminator Armour and storm bolter. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Deathwatch Techmarine
Spoiler:
Composition: 1 Deathwatch Techmarine
Type: Infantry (Character)
Points: 60
Deathwatch Techmarine
WS4
BS4
S4
T4
W1
I5
A2
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
Independent Character
And They Shall Know No Fear
Blessing of the Omnissiah
Bolster Defences

Wargear: Artificer armour
Bolter
Bolt pistol
Frag and krak grenades
Servo-arm

The Deathwatch Techmarine may replace his servo-arm with a servo-harness for 25 points.

The Deathwatch Techmarine may either:
-Replace his bolter and servo-harness with a conversion beamer for 20 points
-Take a Thunderfire Cannon for 50 points

The Deathwatch Techmarine may replace his bolter/bolt pistol with any item from the Deathwatch Armoury.

The Deathwatch Techmarine may also take:
-Meltabombs for 5 points
-Auspex for 5 points
-Digital weapons for 10 points
-Teleport homer for 10 points

The Deathwatch Techmarine may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his power armour, bolter, bolt pistol and frag and krak grenades with Terminator Armour power axe and storm bolter. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Deathwatch Apothecary
Spoiler:
Composition: 1 Deathwatch Apothecary
Type: Infantry (Character)
Points: 60
Deathwatch Apothecary
WS4
BS4
S4
T4
W1
I5
A2
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
Independent Character
And They Shall Know No Fear
Enhanced Training

Enhanced Training – The Feel No Pain granted by the Apothecary’s Narthecium is increased to 4+

Wargear: Power armour
Bolter
Bolt pistol
Frag and krak grenades
Narthecium

The Deathwatch Apothecary may make all of his, and a joined squad’s, attacks have the Poisoned (4+) rule for 20 points.

The Deathwatch Apothecary may replace his bolter/bolt pistol with any item from the Deathwatch Armoury.

The Deathwatch Apothecary may also take:
-Meltabombs for 5 points
-Teleport homer for 10 points

The Deathwatch Apothecary may do one of the following:
-Take a jump pack for 10 points
-Take a Space Marine Bike for 15 points
-Replace his power armour, bolter, bolt pistol and frag and krak grenades with Terminator Armour, power weapon and storm bolter. He now takes upgrades from the Terminator Weapons list instead of the Deathwatch Armoury.


Fast Attack

Deathwatch Bikers
Spoiler:
Composition: 2 Deathwatch Bikers and 1 Deathwatch Biker Sergeant
Type: Bike (Deathwatch Biker Sergeant is Bike (Character))
Points: 111
Deathwatch Bikers
WS4
BS4
S4
T5
W1
I5
A2
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
And They Shall Know No Fear
Combat Squads

Deathwatch Biker Sergeant
WS4
BS4
S4
T5
W1
I5
A3
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
And They Shall Know No Fear
Combat Squads

Wargear: Power armour
Bolter
Bolt pistol
Frag and krak grenades
Space Marine Bike

May take an extra 5 models, at 37 points per model

For every 4 models, the squad may include one Attack Bike with a:
-Heavy bolter for 55 points
-Multimelta for 65 points

Up to two models may replace their bolters with a:
-Flamer for 5 points
-Meltagun for 10 points
-Grav-gun for 15 points
-Plasma gun for 15 points

Any model may replace their bolter/bolt pistol with a:
-Chainsword for free
-Combat shield for 5 points
-Combi-weapon for 10 points
- Power weapon for 15 points
-Hand flamer for 15 points
-Infernus pistol for 15 points
-Plasma pistol for 15 points
-Storm shield for 20 points
-Power fist for 25 points
-Relic blade for 25 points
-Thunder hammer for 30 points

The Deathwatch Biker Sergeant may replace his bolter/bolt pistol with any item from the Deathwatch Armoury.

The Deathwatch Biker Sergeant may mastercraft a single weapon for 5 points.

The Deathwatch Biker Sergeant may also take:
-Meltabombs for 5 points
-Teleport homer for 10 points


Deathwatch Kill-Marine
Spoiler:
Composition: 1 Deathwatch Kill-Marine
Type: Infantry (Character)
Points: 45
Deathwatch Kill-Marines
WS5
BS5
S4
T4
W1
I5
A2
Ld10
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo
And They Shall Know No Fear
Combat Squads
Precision Shot
Precision Strike
Move Through Cover
Scout
Infiltrate
Stealth
Hunter-Killer

Hunter-Killer - The Deathwatch Kill-Marine must nominate a single unit in the enemy army. The Kill-Marine re-rolls all To Wound rolls against this unit.

Wargear: Scout Armour
Bolter
Bolt pistol
Frag and krak grenades

The Kill-Marine may replace his Scout armour for Power armour for free. If he does so, he loses the Infiltrate and Move Through Cover rules.

If the Kill Marine is in power armour, they may take a jump pack for 10 points.

A Deathwatch Kill-Marine may replace their bolter with a:
-Combat knife for free
-Shotgun for free
-Sniper rifle for 1 point

A Deathwatch Kill-Marine may replace their bolter/bolt pistol with any item from the Deathwatch Armoury.

The Kill-Marine may take a camo cloak for 5 points.

The Deathwatch Kill-Marine may also take:
-Meltabombs for 5 points
-Locator Beacon for 10 points


Land Speeder Squadron
Spoiler:
Composition: 1 Land Speeder Squadron
Type: Vehicle (Fast, Skimmer)
Points: 60
Land Speeder Squadron
BS4
F 10
S 10
R 10
HP2
Preferred Enemy (Xenos)
Deathwatch Ammo
Deep Strike

Wargear: Heavy bolter

The squadron may take another two Land Speeders for 60 points per model.
A Land Speeder may replace its heavy bolter with a:
-Heavy flamer for free
-Multimelta for 10 points

A Land Speeder may take one:
-Heavy bolter for 10 points
-Heavy flamer for 10 points
-Multimelta for 20 points
-Typhoon missile for 25 points
-Assault cannon for 30 points


Rhino
Spoiler:
Composition: 1 Rhino
Type: Vehicle (Tank, Transport)
Points: 40
Rhino
BS4
F 11
S 11
R 10
HP3
Preferred Enemy (Xenos)
Deathwatch Ammo
Repair

Transport Capacity: 10 models

Wargear: Storm bolter
Searchlight
Smoke launchers

The Rhino may take items from the Vehicle Equipment list.


Razorback
Spoiler:
Composition: 1 Razorback
Type: Vehicle (Tank, Transport)
Points: 60
Razorback
BS4
F 11
S 11
R 10
HP3
Preferred Enemy (Xenos)
Deathwatch Ammo

Transport Capacity: 6 models

Wargear: Twin-linked heavy bolter
Searchlight
Smoke launchers

The Razorback may take items from the Vehicle Equipment list.
The Razorback may replace its heavy bolter with a:
-Twin-linked heavy flamer for free
-Twin-linked assault cannon for 20 points
-Twin-linked lascannon for 20 points
-Lascannon and twin-linked plasma gun for 20 points


Drop Pod
Spoiler:
Composition: 1 Drop Pod
Type: Vehicle (Open-topped, Transport)
Points: 40
Drop Pod
BS4
F 12
S 12
R 12
HP3
Deathwatch Ammo
Drop Pod Assault
Immobile
Inertial Guidance System

Transport Capacity: 10 models/Dreadnought/Thunderfire Cannon with Techmarine

Wargear: Storm bolter

The Drop Pod may replace its storm bolter for a Deathwind launcher for 15 points.
The Drop Pod may take a locator beacon for 10 points.


Land Speeder Storm
Spoiler:
Composition: 1 Land Speeder Storm
Type: Vehicle (Fast, Open-topped, Skimmer, Transport)
Points: 50
Land Speeder Storm
BS4
F 10
S 10
R 10
HP3
Preferred Enemy (Xenos)
Deathwatch Ammo
Deep Strike
Scout

Transport Capacity: 5 models not in Terminator Armour

Wargear: Cerberus launcher
Heavy bolter
Jamming beacon

The Land Speeder Storm may replace its heavy bolter with a:
-Heavy flamer for free
-Multimelta for 10 points
-Assault cannon for 20 points


Stormraven Gunship
Spoiler:
Composition: 1 Stormraven Gunship
Type: Vehicle (Flyer, Hover, Transport)
Points: 210
Stormraven Gunship
BS4
F 12
S 12
R 12
HP3
Preferred Enemy (Xenos)
Deathwatch Ammo
Assault Vehicle
Power of the Machine Spirit
Skies of Fury

Transport Capacity: Twelve models and/or one Dreadnought

Wargear: Twin-linked assault cannon
Twin-linked heavy bolter
Four stormstrike missiles
Ceramite plating

The Stormraven may replace its assault cannon with a:
-Twin-linked plasma cannon for free
-Twin-linked lascannon for free

The Stormraven may replace its heavy bolter with a:
-Twin-linked multimelta for free
-Typhoon missile launcher for 25 points

The Stormraven may take:
-Two hurricane bolters for 30 points
-Searchlight for 1 point
-Extra armour for 5 points
-Locator beacon for 10 points


Heavy Support

Deathwatch Dreadnought
Spoiler:
Composition: 1 Dreadnought
Type: Vehicle (Walker)
Points: 140
Dreadnought
WS5
BS5
S6
F 12
S 12
R 10
I5
A3
HP3
Preferred Enemy (Xenos)
Deathwatch Chapter Tactics
Deathwatch Ammo

Wargear: Power fist with built-in storm bolter
Multi-melta
Searchlight
Smoke launchers

The Dreadnought may replace its multimelta with a:
-Twin-linked heavy bolter for 5 points
-Twin-linked autocannon for 5 points
-Twin-linked heavy flamer for 5 points
-Plasma cannon for 10 points
-Assault cannon for 20 points
-Twin-linked Lascannon for 25 points

The Dreadnought may replace its storm bolter for a heavy flamer for 10 points.

The Dreadnought may take extra armour for 10 points.

The Dreadnought may replace its power fist and storm bolter with a:
-Missile launcher for 10 points
-Twin-linked autocannon for 15 points

The Dreadnought may take a Drop Pod as a Dedicated Transport.


Land Raider
Spoiler:
Composition: 1 Land Raider
Type: Vehicle (Tank, Transport)
Points: 260
Land Raider
BS4
F 14
S 14
R 14
HP4
Preferred Enemy (Xenos)
Deathwatch Ammo
Assault Vehicle
Power of the Machine Spirit

Transport Capacity: Ten models

Wargear: Twin-linked heavy bolter
Two twin-linked lascannons
Searchlight
Smoke launchers

The Land Raider may take a multimelta for 10 points.
The Land Raider may take items from the Vehicle Equipment list.


Land Raider Crusader
Spoiler:
Composition: 1 Land Raider Crusader
Type: Vehicle (Tank, Transport)
Points: 260
Land Raider Crusader
BS4
F 14
S 14
R 14
HP4
Preferred Enemy (Xenos)
Deathwatch Ammo
Assault Vehicle
Power of the Machine Spirit

Transport Capacity: Sixteen models

Wargear: Twin-linked assault cannon
Two hurricane bolters
Frag assault launchers
Searchlight
Smoke launchers

The Land Raider Crusader may take a multimelta for 10 points.
The Land Raider Crusader may take items from the Vehicle Equipment list.


Land Raider Redeemer
Spoiler:
Composition: 1 Land Raider Redeemer
Type: Vehicle (Tank, Transport)
Points: 250
Land Raider Redeemer
BS4
F 14
S 14
R 14
HP4
Preferred Enemy (Xenos)
Deathwatch Ammo
Assault Vehicle
Power of the Machine Spirit

Transport Capacity: Twelve models

Wargear: Twin-linked assault cannon
Two flamestorm cannons
Frag assault launchers
Searchlight
Smoke launchers

The Land Raider Crusader may take a multimelta for 10 points.
The Land Raider Crusader may take items from the Vehicle Equipment list.



So, thoughts? I was considering making every model WS5/BS5, but that could be too powerful. Whilst the Deathwatch Marines are powerful at shooting, they are just as durable as regular Marines, so the high points for lower durability is a fair-ish tradeoff. I could easily see the Apothecary/ Lexicanum being used frequently, so they cost a fair bit. But, that's just me. What are your thoughts? Would you play with/against a list like this?

This message was edited 15 times. Last update was at 2015/04/10 15:10:32



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Made in gb
Lord of the Fleet






London

WS5 and BS5 would be too much for an entire army, and to be honest, it's a bit boring. It's just Codex Space Marines with a bit of a mixed CT loadout and slightly different points values for wargear. I would get rid of the slower vehicles such as Vindicators and Whirlwinds as they don't seem to fit in the DW style of warfare, and introduce some Ordo Xenos elements into it.
   
Made in au
Trigger-Happy Baal Predator Pilot





Kill marines go solo, not in groups. You are also missing things like keepers and scouts.

This message was edited 1 time. Last update was at 2015/04/06 12:57:19


 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





Valkyrie wrote:WS5 and BS5 would be too much for an entire army, and to be honest, it's a bit boring. It's just Codex Space Marines with a bit of a mixed CT loadout and slightly different points values for wargear. I would get rid of the slower vehicles such as Vindicators and Whirlwinds as they don't seem to fit in the DW style of warfare, and introduce some Ordo Xenos elements into it.

Yeah, I see your point. All static-ish HS units have been removed, favouring quick strikes, and also promoting use of allies. I was going to add Xenotech as Relics, reserving it for Techmarines and HQ Choices. Would adding Ordo Xenos Inquisitors be a decent idea?

natpri771 wrote:Kill marines go solo, not in groups. You are also issuing things like keepers and scouts.

The Kill-Marines were my Scout equivalent, but I've changed them to be solo FA slots, that can be proficient in shooting or melee.

I like the idea of Keepers, I'll either add them as Elites or a retinue unit for an HQ choice.


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Made in gb
Lord of the Fleet






London

 Sgt_Smudge wrote:
Valkyrie wrote:WS5 and BS5 would be too much for an entire army, and to be honest, it's a bit boring. It's just Codex Space Marines with a bit of a mixed CT loadout and slightly different points values for wargear. I would get rid of the slower vehicles such as Vindicators and Whirlwinds as they don't seem to fit in the DW style of warfare, and introduce some Ordo Xenos elements into it.

Yeah, I see your point. All static-ish HS units have been removed, favouring quick strikes, and also promoting use of allies. I was going to add Xenotech as Relics, reserving it for Techmarines and HQ Choices. Would adding Ordo Xenos Inquisitors be a decent idea?

natpri771 wrote:Kill marines go solo, not in groups. You are also issuing things like keepers and scouts.

The Kill-Marines were my Scout equivalent, but I've changed them to be solo FA slots, that can be proficient in shooting or melee.

I like the idea of Keepers, I'll either add them as Elites or a retinue unit for an HQ choice.


Xenos Inquisitors would be a good addition. I would copy over the Xenos entry from the GK Codex, and add some more unique wargear.
   
Made in gb
Ultramarine Librarian with Freaky Familiar





 Valkyrie wrote:
Xenos Inquisitors would be a good addition. I would copy over the Xenos entry from the GK Codex, and add some more unique wargear.

My thoughts exactly, from the GK 5th Ed codex. Perhaps allowing needle pistols to be taken by Deathwatch HQs as well? And of course, some retrofitted Tau pulse/plasma tech wouldn't go amiss.


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Made in us
Terrifying Rhinox Rider





You might make the marines more powerful than sternguard or tactical squads by giving making their wargear include pistol + ccw + bolter. The Chapter Approved rules that Sternguard were based on had True Grit, and all the other units that had that rule at the time have replaced it with using all three weapons at once.

Regular squads that do not equip jump packs still can have access to special ccws. There is nothing linking jump packs and close combat.

Why in heck don't you have a unit called a deathwatch kill team? that should be the entire army.

I notice you have not written any special detachments or formations. You should write some, these are important parts of the game now.

Deathwatch should not be able to use the CAD at all. GW are making codexes now that can't use the CAD, and Deathwatch should be one. Deathwatch field kill teams. They are not an army and do not field large numbers of units at once. Normal chapters do that fine already; it's strange to think of even twenty deathwatch in one place at a time.

Probably the best thing to do is get rid of the troops choice and put Deathwatch kill teams into Elite.

This is roughly what I would play against:

Army list:

HQ: DW watch-captain, DW librarian, DW techmarine, DW keepers

Elite: DW kill team, DW Terminators

Fast: DW Land speeder squadron, drop pod, rhino

Heavy: DW land raider, DW predator, DW Dreadnought

--

Detachments

Death Watch Insertion Mission:
HQ: 0 - 3
Elite: 1 - 3
FA: 0 - 1
Heavy: 0 - 1
Command Benefit: Any units in this detachment... that claim one or more objectives generate a single additional victory point?

re-rolls to warlord trait for bound army as normal

--

Formations:


Deathwatch Annihilation Protocol:
One five - model DW terminator squad equipped with a heavy flamer, two DW dreadnoughts equipped with heavy flamers
Units in this formation must deploy by deep strike, and make one reserves roll for the entire formation. Any number of models in an Annihilation Protocol formation may declare they are firing at the same target. For every heavy flamer template that can cover this target, all shooting weapons may decrement their ap by one, to a minimum of one.

Deathwatch Elimination Team(?)
One deathwatch kill team with ten or more models, or one deathwatch terminator squad with five models.
Choose an enemy unit. If a unit in this DW Elimination Team destroys that unit, it counts as having scored Slay the Warlord an additional time, and killing this unit will never yield the opponent a victory point of any type.
   
Made in au
Trigger-Happy Baal Predator Pilot





If it's any help, I've been working on this idea for an elite choice called "Extreminators". They're the the guys that are deployed against the worst Xenos and in the most dangerous missions that wield stuff like chemical weapons. Just some ideas for their weapons:

Chem-Flamer:
Template, S1, AP4, Poisoned (3+), Chem-Schaled, Type: Assault 1

Chem Scaled:
Any model that suffers a wound from a chem-flamer must take a dangerous terrain test for the rest of the game

Nerve Grenades:
Shooting: 3", S1, AP-, Poisoned (2+), Hallucinogenic
Assault: Defensive Grenades

Hallucinogenic:
A unit that suffers wounds from this weapon must take a immediate fear check with a -1 modifier

   
Made in au
Missionary On A Mission




Australia

I think Codex: Inquisition should be the inspiration for any Deathwatch codex - some HQ choices (Captain/Librarian equivalents), a slotless Inquisitor choice (copy/paste of Ordo Xenos Inquisitor from Codex: Inquisition), a Single Elite choice (the Deathwatch Kill Team), and some Dedicated Transport choices (Rhino/Razorback/Drop Pods/Land Raider). So a Deathwatch Detachment would look like this:

HQ: 1
Elites: 1-3
Optional: 0-1 Ordo Xenos Inquisitor.

The Deathwatch Kill Team would be customisable much like the Inquisitorial Henchmen Warband unit in Codex: Inquisition. Maybe say 5-10 models, must include a Sergeant, and have options for Assault, Tactical, Devastator and Veteran Marines all with appropriate options for Wargear and associated special rules.

The idea is that, much like Codex: Inquisition, it gets used as a supporting detachment to your army. You could technically run it as your sole army, but the limited choices are meant to represent the highly specialised nature of the force.




 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





Ordo Xenos Inquisitor added.
Rad and Psychotroke grenades added for all HQ choices.
Stormtalon removed, Stormraven moved to Fast Attack.
Dreadnought moved to Heavy Support.
I very much liked pelicaniforce's idea of an altered FOC, so I took a similar idea. You can now technically take a Deathwatch army of 5 Deathwatch Marines if you wanted! Heavy Supports have been limited, as well as Fast Attack.

Coming soon:
Relics
Formation

This message was edited 3 times. Last update was at 2015/04/10 12:41:31



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