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The Deathwatch is Humanity’s shield against the inexorable advance of the alien hordes. Recruited from among the many and varied Chapters of the Adeptus Astartes, these xenos hunters employ cutting-edge weaponry and unorthodox tactics to combat the galaxy’s predatory races.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: Do I use the points values from the Adeptus Astartes list when I add a Reiver or Intercessor to my kill team?
 A
Yes, but note that some of their weapons have different points values, as listed in the Deathwatch points table.
 Q: Can I add any model from the Reiver and Intercessor datasheets using the Fortis Kill Team rule? And do they have the same wargear options?
 A
Yes.

Expansion: Kill Team: Elites

 Q: Can a Vanguard Veteran Sergeant be added to a Deathwatch kill team using the Aquila Kill Team rule?
 A
No. Only Vanguard Veteran models can be affected by this rule.

Deathwatch Kill Teams

Deathwatch models in your kill team use the Special Issue Ammunition ability below. If every model in your kill team has the DEATHWATCH Faction keyword, models in your kill team gain the Mission Tactics ability, below, and you can use Deathwatch Tactics.

Fortis Kill Team

When you add an Intercessor or a Reiver to your command roster (and create its datacard) you can choose for it to have the DEATHWATCH Faction keyword instead of the ADEPTUS ASTARTES Faction keyword. If you do so, that model gains the ADEPTUS ASTARTES keyword (note that this is not a Faction keyword), and it gains the Special Issue Ammunition ability, but you must use the Deathwatch points values for its ranged weapons.

Special Issue Ammunition

When this model fires one of the following weapons:

  • absolvor bolt pistol
  • auto bolt rifle
  • guardian spear
  • master-crafted auto bolt rifle
  • master-crafted stalker bolt rifle
  • bolt carbine
  • bolt pistol
  • bolt rifle
  • boltgun
  • combi-flamer (boltgun profile only)
  • combi-melta (boltgun profile only)
  • combi-plasma (boltgun profile only)
  • heavy bolt pistol
  • stalker bolt rifle
  • stalker pattern boltgun
  • storm bolter

you can choose one kind of ammunition from the table below, and apply the corresponding modifier.

SPECIAL ISSUE AMMUNITION
AMMUNITIONMODIFIER
Dragonfire boltAdd 1 to hit rolls for this weapon when targeting a model that is obscured.
Hellfire roundThis weapon always wounds on a 2+.
Kraken boltAdd 3" to the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 1 (e.g. an AP of 0 becomes -1), to a maximum AP of -2.
Vengeance roundSubtract 3" from the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 2 (e.g. an AP of 0 becomes -2), to a maximum AP of -3.

Deathwatch Commanders

When you add a Primaris Captain, Primaris Chaplain or Primaris Librarian to your command roster (and create its datacard) you can choose for it to have the DEATHWATCH Faction keyword instead of the ADEPTUS ASTARTES Faction keyword. If you do so, it gains the Special Issue Ammunition ability, but you must use Deathwatch points values for its ranged weapons.

Aquila Kill Team

When you add a Captain in Terminator Armour, Chaplain in Terminator Armour, Librarian in Terminator Armour, Terminator or Veteran (which must be a Vanguard Veteran equipped with a jump pack) to your command roster (and create its datacard) you can choose for it to have the DEATHWATCH Faction keyword instead of the ADEPTUS ASTARTES Faction keyword. If you do so, it gains the Special Issue Ammunition ability but you must use the Deathwatch points values for its ranged weapons.

Mission Tactics

At the beginning of the first battle round, choose a datasheet to be your kill team’s priority target (e.g. Tyranid Warrior). You can re-roll wound rolls of 1 for attacks made by models in your kill team that target a model from the datasheet that is your kill team’s priority target (so if you chose Tyranid Warrior, this ability would apply to attacks that targeted Tyranid Warriors and Tyranid Warrior Gunners).

Tactics

HELLFIRE SHELL
Deathwatch Tactic
Use this Tactic when you choose a model in your kill team to shoot with a heavy bolter or the heavy bolter profile of an infernus heavy bolter. You can only make a single hit roll with the weapon this phase (subtracting 1 as normal if also firing an infernus heavy bolter’s heavy flamer), however, if it hits, the target suffers D3 mortal wounds instead of the normal damage.
1 COMMAND POINT
DECAPITATION DOCTRINE
Deathwatch Tactic
Use this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight phase. Until the end of the phase, re-roll failed wound rolls for that model that target an enemy Leader.
1 COMMAND POINT
ONLY IN DEATH DOES DUTY END
Deathwatch Tactic
Use this Tactic when a model from your kill team is taken out of action; that model summons the strength for one final attack, and can immediately either shoot as if it were your turn in the Shooting phase, or fight as if it were your turn in the Fight phase.
2 COMMAND POINTS
RIVAL CHAPTERS
Deathwatch Tactic
Use this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight phase whilst there is another model from your kill team within 2" of it. Until the end of the phase, re-roll hit rolls of 1 for both models.
1 COMMAND POINT
TACTICAL PRIORITY
Deathwatch Tactic
Use this Tactic at the start of any battle round after the first. When you do, choose a datasheet. That datasheet is now your kill team’s priority target as described in Mission Tactics, rather than the datasheet you chose previously.
1 COMMAND POINT
TELEPORT STRIKE
Deathwatch Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT

Aura Tactics

RITES OF BATTLE
Deathwatch Tactic
Primaris Captain Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a PRIMARIS CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
LITANIES OF HATE
Deathwatch Tactic
Primaris Chaplain Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a PRIMARIS CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
SPIRITUAL LEADER
Deathwatch Tactic
Primaris Chaplain Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a PRIMARIS CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own.
1 COMMAND POINT
MASTER OF BATTLE
Deathwatch Tactic
Watch Master Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a WATCH MASTER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls for friendly models within 6" of this model.
2 COMMAND POINTS

RITES OF BATTLE
Deathwatch Tactic
Captain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a TERMINATOR CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
LITANIES OF HATE
Deathwatch Tactic
Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a TERMINATOR CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
SPIRITUAL LEADER
Deathwatch Tactic
Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a TERMINATOR CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own.
1 COMMAND POINT

Librarius Discipline

To generate psychic powers from the Librarius discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

VEIL OF TIME

The psyker projects his will beyond the regular passage of time, taking in the strands of fate before returning to the present to sway the tide of battle.

Veil of Time has a warp charge value of 5. If manifested, pick a friendly model within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that model, and they can always be chosen to fight in the Hammer of Wrath section of the Fight phase, even if they did not make a charge move that battle round.

2

MIGHT OF HEROES

The psyker cages the immense power of the immaterium within his target, and they become the Emperor’s vengeance made manifest.

Might of Heroes has a warp charge value of 6. If manifested, pick a friendly model within 12" of the psyker. Until the start of the next Psychic phase, add 1 to that model’s Strength, Toughness and Attacks characteristics.

3

NULL ZONE

The psyker unleashes the full might of his mind to cast down his opponent’s defences, both technological and mystical, rendering them vulnerable to the retribution of the Adeptus Astartes.

Null Zone has a warp charge value of 8. If manifested, then until the start of the next Psychic phase, while they are within 3" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.


Datasheets


Deathwatch Veteran

NAME M WS BS S T W A Ld Sv Max
Deathwatch Veteran 6" 3+ 3+ 4 4 1 2 8 3+ -
Deathwatch Veteran Gunner 6" 3+ 3+ 4 4 1 2 8 3+ 4
Black Shield 6" 3+ 3+ 4 4 1 3 8 3+ 1
Watch Sergeant 6" 3+ 3+ 4 4 1 3 9 3+ 1
This model is armed with a boltgun, frag grenades and krak grenades.
One Deathwatch Veteran in your kill team can be a Black Shield, up to four Deathwatch Veterans in your kill team can be Deathwatch Veteran
Gunners, and one Deathwatch Veteran in your kill team can be a Watch Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
1
Stalker pattern boltgun
30"
Heavy 2
4
-1
1
-
3
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
4
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
5
Deathwatch frag cannon
When attacking with this weapon, choose one of the profiles below.
 - Frag round
8"
Assault 2D6
6
-1
1
This weapon automatically hits its target.
 - Shell
24"
Assault 2
7
-2
2
If the target is within half range of this weapon, its attacks are resolved with a Strength of 9 and an AP of -3.
1
Deathwatch shotgun
When attacking with this weapon, choose one of the profiles below.
 - Cryptclearer round
16"
Assault 2
4
0
1
You can re-roll failed wound rolls for this weapon.
 - Xenopurge slug
16"
Assault 2
4
-1
1
If the target is within half range of this weapon, its attacks are resolved with a Damage of 2.
 - Wyrmsbreath shell
7"
Assault D6
3
0
1
This weapon automatically hits its target.
2
Infernus heavy bolter
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Heavy bolter
36"
Heavy 3
5
-1
1
-
 - Heavy flamer
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
5
Heavy thunder hammer
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll. Each time you make a wound roll of 6+ with this weapon, that hit is resolved with a Damage of 6.
2
Power maul
Melee
Melee
+2
-1
1
-
2
Power sword
Melee
Melee
User
-3
1
-
3
Xenophase blade
Melee
Melee
User
-3
1
Your opponent must re-roll successful invulnerable saves for wounds caused by this weapon.
WARGEAR OPTIONS
 • This model may replace its boltgun with a combi-melta, combi-plasma, stalker pattern boltgun, power sword, power maul or storm shield. This model may also take a power sword or power maul; if they are a Watch Sergeant, they may take a xenophase blade instead.
 • A Deathwatch Veteran may, instead of the above, replace their boltgun with a Deathwatch shotgun or heavy thunder hammer.
 • A Deathwatch Veteran Gunner may, instead of the above, replace their boltgun with a Deathwatch frag cannon or infernus heavy bolter.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Storm Shield:
3
A model with a storm shield has a 3+ invulnerable save.

Atonement Through Honour: You can re-roll failed charge rolls for a Black Shield.
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, DEATHWATCH VETERAN


Intercessor

NAME M WS BS S T W A Ld Sv Max
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+ -
Intercessor Gunner 6" 3+ 3+ 4 4 2 2 7 3+ 2
Intercessor Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1
This model is armed with a bolt rifle, bolt pistol, frag grenades and krak grenades.
Up to two Intercessors in your kill team can be Intercessor Gunners, and one Intercessor in your kill team can be an Intercessor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Bolt pistol
12"
Pistol 1
4
0
1
-
2
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
2
Auto bolt rifle
24"
Assault 2
4
0
1
-
2
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its bolt rifle with an auto bolt rifle or stalker bolt rifle.
 • An Intercessor Gunner may take an auxiliary grenade launcher.
 • An Intercessor Sergeant may take a power sword or chainsword, or replace their bolt rifle with a power sword or chainsword.
 • One Intercessor, Intercessor Gunner or Intercessor Sergeant in your kill team may take an auspex.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Auxiliary Grenade Launcher:
0
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30". This model’s Grenade weapons are affected by the long range rule.

Auspex:
1
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
SPECIALISTS
Leader (Sergeant only), Demolitions (Gunner only), Combat, Comms, Medic, Sniper, Veteran
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PRIMARIS, INTERCESSOR


Reiver

NAME M WS BS S T W A Ld Sv Max
Reiver 6" 3+ 3+ 4 4 2 2 7 3+ -
Reiver Sergeant 6" 3+ 3+ 4 4 2 3 8 3+ 1
This model is armed with a bolt carbine, heavy bolt pistol, frag grenades, krak grenades and shock grenades.
One Reiver in your kill team can be a Reiver Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Bolt carbine
24"
Assault 2
4
0
1
-
2
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY model is hit by any shock grenades, it is stunned; until the end of the next battle round that model cannot fire Overwatch or be Readied, and your opponent must subtract 1 from hit rolls made for the model.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
WARGEAR OPTIONS
 • A Reiver may replace their bolt carbine with a combat knife.
 • A Reiver Sergeant may replace their bolt carbine or heavy bolt pistol with a combat knife.
 • This model may take a grav-chute.
 • This model may take a grapnel launcher.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Grapnel Launcher:
1
A model with a grapnel launcher can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.

Grav-chute:
1
A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.

Terror Troops: Enemy models must subtract 1 from their Leadership if they are within 3" of any Reiver or Reiver Sergeant models.
SPECIALISTS
Leader (Sergeant only), Combat, Comms, Demolitions, Scout, Veteran
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PRIMARIS, REIVER


Terminator

NAME M WS BS S T W A Ld Sv Max
Terminator 5" 3+ 3+ 4 4 2 2 8 2+ -
Terminator Gunner 5" 3+ 3+ 4 4 2 2 8 2+ 2
Terminator Sergeant 5" 3+ 3+ 4 4 2 3 9 2+ 1
This model is armed with a power fist and storm bolter.
Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Sergeant. A Terminator Sergeant is armed with a power sword and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Assault cannon
24"
Heavy 6
6
-1
1
-
7
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
11
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
9
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
6
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
5
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
6
Storm bolter
24"
Rapid Fire 2
4
0
1
-
6
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
4
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power sword
Melee
Melee
User
-3
1
-
8
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
WARGEAR OPTIONS
 • A Terminator or Terminator Gunner may replace their power fist with a chainfist.
 • A Terminator Gunner may replace their storm bolter with an assault cannon, heavy flamer or cyclone missile launcher and a storm bolter.
 • A Terminator or Terminator Sergeant may replace their power fist (or power sword) and storm bolter with a pair of lightning claws or a thunder hammer and storm shield.
 • A Terminator Gunner or Terminator Sergeant may replace their power fist or power sword with a lightning claw, power axe, power maul, power sword, storm shield or thunder hammer.
 • A Terminator Gunner or Terminator Sergeant may replace their storm bolter with a combi-flamer, combi-melta, combi-plasma or one item from the Terminator Weapons list.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Crux Terminatus: This model has a 5+ invulnerable save.

Storm Shield:
5
A model with a storm shield has a 3+ invulnerable save.
SPECIALISTS
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, TERMINATOR


Veteran

NAME M WS BS S T W A Ld Sv Max
Vanguard Veteran 12" 3+ 3+ 4 4 1 2 8 3+ -
A Vanguard Veteran is instead armed with a chainsword, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
5
Melta bomb
4"
Grenade 1
8
-4
D6
-
WARGEAR OPTIONS
 • A Vanguard Veteran may exchange their bolt pistol and chainsword for two items from the Pistols and/or Melee Weapons lists.
 • One Vanguard Veteran in your kill team may be armed with melta bombs.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Auspex:
1
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
SPECIALISTS
Combat, Comms, Demolitions, Sniper, Veteran, Zealot
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, JUMP PACK, FLY, VANGUARD VETERAN


Commanders


Primaris Captain

NAME M WS BS S T W A Ld Sv Max
Primaris Captain 6" 2+ 2+ 4 4 6 5 9 3+ 1
This model is armed with a master-crafted auto bolt rifle, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
0
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
7
Power sword
Melee
Melee
User
-3
1
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its master-crafted auto bolt rifle with a master-crafted stalker bolt rifle.
 • This model may take a power sword.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Iron Halo: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength
TACTICS
Rites of Battle
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PRIMARIS, CAPTAIN


Primaris Chaplain

NAME M WS BS S T W A Ld Sv Max
Primaris Chaplain 6" 2+ 3+ 4 4 5 4 9 3+ 1
This model is armed with a crozius arcanum, absolvor bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Rosarius: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength
TACTICS
Litanies of Hate, Spiritual Leader
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PRIMARIS, CHAPLAIN


Primaris Librarian

NAME M WS BS S T W A Ld Sv Max
Primaris Librarian 6" 3+ 3+ 4 4 5 4 9 3+ 1
This model is armed with a force sword, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Force sword
Melee
Melee
User
-3
D3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Librarius discipline.
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PRIMARIS, PSYKER, LIBRARIAN


Watch Master

NAME M WS BS S T W A Ld Sv Max
Watch Master 6" 2+ 2+ 4 4 6 4 9 2+ 1
This model is armed with a guardian spear, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Guardian spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+1
-3
D3
-
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Iron Halo: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
Master of Battle
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, WATCH MASTER


Captain in Terminator Armour

NAME M WS BS S T W A Ld Sv Max
Captain in Terminator Armour 5" 2+ 2+ 4 4 6 4 9 2+ 1
This model is armed with a power sword and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Storm bolter
24"
Rapid Fire 2
4
0
1
-
2
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-
0
Power sword
Melee
Melee
User
-3
1
-
WARGEAR OPTIONS
 • This model may replace its storm bolter with a combi-flamer, combi-melta, combi-plasma or one item from the Terminator Weapons list.
 • This model may replace its power sword with a chainfist or one item from the Terminator Weapons list.
 • A Captain in Terminator Armour with a power fist can also be armed with a wrist-mounted grenade launcher.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.

Iron Halo or Storm Shield: This model has a 4+ invulnerable save. If it is armed with a storm shield, it instead has a 3+ invulnerable save.
SPECIALISTS
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength
TACTICS
Rites of Battle
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, TERMINATOR, CAPTAIN


Chaplain in Terminator Armour

NAME M WS BS S T W A Ld Sv Max
Chaplain in Terminator Armour 5" 2+ 3+ 4 4 5 3 9 2+ 1
This model is armed with a crozius arcanum and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
10
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
7
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
4
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
WARGEAR OPTIONS
 • This model may replace its storm bolter with a combi-flamer, combi-melta or combi-plasma.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Rosarius: This model has a 4+ invulnerable save.

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength
TACTICS
Litanies of Hate, Spiritual Leader
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, TERMINATOR, CHAPLAIN


Librarian in Terminator Armour

NAME M WS BS S T W A Ld Sv Max
Librarian in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+ 1
This model is armed with a force stave.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
14
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
8
Storm bolter
24"
Rapid Fire 2
4
0
1
-
2
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
Melee
Melee
User
-3
D3
-
WARGEAR OPTIONS
 • This model may take a combi-flamer, combi-melta, combi-plasma or storm bolter.
 • This model may replace its force stave with a force axe or force sword.
ABILITIES
Special Issue Ammunition

And They Shall Know No Fear: You can re-roll failed Nerve tests for this model.

Crux Terminatus: This model has a 5+ invulnerable save.

Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".

Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered.
PSYKER
This model can attempt to manifest two psychic powers and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as two psychic powers generated from the Librarius discipline.
SPECIALISTS
Fortitude, Melee, Psyker, Shooting, Strength
FACTION KEYWORDS
DEATHWATCH
KEYWORDS
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, TERMINATOR, PSYKER, LIBRARIAN

Upgrades

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Pistols). When this is the case, the unit may take any item from the appropriate list below.

PISTOLS

 • Bolt pistol

 • Grav-pistol

 • Plasma pistol

MELEE WEAPONS

 • Chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power sword

 • Relic blade1

 • Storm Shield

 • Thunder hammer

1 Vanguard Sergeant only

TERMINATOR WEAPONS

 • Lightning claw

 • Power fist

 • Relic blade1

 • Storm Shield

 • Thunder hammer

1 cannot be taken by a model with a chainfist


Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
5
Assault cannon
24"
Heavy 6
6
-1
1
-
2
Auto bolt rifle
24"
Assault 2
4
0
1
-
2
Bolt carbine
24"
Assault 2
4
0
1
-
0..2
Bolt pistol
12"
Pistol 1
4
0
1
-
2
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
4..8
Combi-flamer
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
3..14
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
4..11
Combi-plasma
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any unmodified hit rolls of 1 when firing supercharge, the bearer is taken out of action after all of the weapon’s shots have been resolved.
6
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
5
Deathwatch frag cannon
When attacking with this weapon, choose one of the profiles below.
 - Frag round
8"
Assault 2D6
6
-1
1
This weapon automatically hits its target.
 - Shell
24"
Assault 2
7
-2
2
If the target is within half range of this weapon, its attacks are resolved with a Strength of 9 and an AP of -3.
1
Deathwatch shotgun
When attacking with this weapon, choose one of the profiles below.
 - Cryptclearer round
16"
Assault 2
4
0
1
You can re-roll failed wound rolls for this weapon.
 - Xenopurge slug
16"
Assault 2
4
-1
1
If the target is within half range of this weapon, its attacks are resolved with a Damage of 2.
 - Wyrmsbreath shell
7"
Assault D6
3
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
1
Grav-pistol
12"
Pistol 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage of D3.
0
Guardian spear
This weapon can be used as a ranged weapon and a melee weapon. When making shooting attacks or firing Overwatch with this weapon, use the ranged profile; when making close combat attacks, use the melee profile.
 - Ranged
24"
Rapid Fire 1
4
-1
2
-
 - Melee
Melee
Melee
+1
-3
D3
-
2
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
5
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
2
Infernus heavy bolter
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Heavy bolter
36"
Heavy 3
5
-1
1
-
 - Heavy flamer
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
0
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
0
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
5
Melta bomb
4"
Grenade 1
8
-4
D6
-
2
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On an unmodified hit roll of 1, the bearer is taken out of action.
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY model is hit by any shock grenades, it is stunned; until the end of the next battle round that model cannot fire Overwatch or be Readied, and your opponent must subtract 1 from hit rolls made for the model.
2
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
1
Stalker pattern boltgun
30"
Heavy 2
4
-1
1
-
4..8
Storm bolter
24"
Rapid Fire 2
4
0
1
-
2
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
6
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
2
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
Melee
Melee
User
-3
D3
-
5
Heavy thunder hammer
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll. Each time you make a wound roll of 6+ with this weapon, that hit is resolved with a Damage of 6.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
2
Power axe
Melee
Melee
+1
-2
1
-
4..12
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
2
Power maul
Melee
Melee
+2
-1
1
-
0..7
Power sword
Melee
Melee
User
-3
1
-
3..14
Relic blade
Melee
Melee
+2
-3
D3
-
8..18
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
3
Xenophase blade
Melee
Melee
User
-3
1
Your opponent must re-roll successful invulnerable saves for wounds caused by this weapon.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Auspex
At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with an auspex that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
0
Auxiliary Grenade Launcher
If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have to 30". This model’s Grenade weapons are affected by the long range rule.
1
Grapnel Launcher
A model with a grapnel launcher can climb any distance vertically (up or down) when it makes a normal move – do not measure the distance moved in this way.
1
Grav-chute
A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
3..15
Storm Shield
A model with a storm shield has a 3+ invulnerable save.
Fortis Kill Team
When you add an Intercessor or a Reiver to your command roster (and create its datacard) you can choose for it to have the DEATHWATCH Faction keyword instead of the ADEPTUS ASTARTES Faction keyword. If you do so, that model gains the ADEPTUS ASTARTES keyword (note that this is not a Faction keyword), and it gains the Special Issue Ammunition ability, but you must use the Deathwatch points values for its ranged weapons.
Aquila Kill Team
When you add a Captain in Terminator Armour, Chaplain in Terminator Armour, Librarian in Terminator Armour, Terminator or Veteran (which must be a Vanguard Veteran equipped with a jump pack) to your command roster (and create its datacard) you can choose for it to have the DEATHWATCH Faction keyword instead of the ADEPTUS ASTARTES Faction keyword. If you do so, it gains the Special Issue Ammunition ability but you must use the Deathwatch points values for its ranged weapons.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Special Issue Ammunition
When this model fires one of the following weapons:

  • absolvor bolt pistol
  • auto bolt rifle
  • guardian spear
  • master-crafted auto bolt rifle
  • master-crafted stalker bolt rifle
  • bolt carbine
  • bolt pistol
  • bolt rifle
  • boltgun
  • combi-flamer (boltgun profile only)
  • combi-melta (boltgun profile only)
  • combi-plasma (boltgun profile only)
  • heavy bolt pistol
  • stalker bolt rifle
  • stalker pattern boltgun
  • storm bolter

you can choose one kind of ammunition from the table below, and apply the corresponding modifier.

SPECIAL ISSUE AMMUNITION
AMMUNITIONMODIFIER
Dragonfire boltAdd 1 to hit rolls for this weapon when targeting a model that is obscured.
Hellfire roundThis weapon always wounds on a 2+.
Kraken boltAdd 3" to the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 1 (e.g. an AP of 0 becomes -1), to a maximum AP of -2.
Vengeance roundSubtract 3" from the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 2 (e.g. an AP of 0 becomes -2), to a maximum AP of -3.

The DEATHWATCH keyword is used in following Deathwatch datasheets:

Datasheet
• Reiver
• Veteran
Commander
Mission Tactics
At the beginning of the first battle round, choose a datasheet to be your kill team’s priority target (e.g. Tyranid Warrior). You can re-roll wound rolls of 1 for attacks made by models in your kill team that target a model from the datasheet that is your kill team’s priority target (so if you chose Tyranid Warrior, this ability would apply to attacks that targeted Tyranid Warriors and Tyranid Warrior Gunners).
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

The TERMINATOR keyword is used in following Deathwatch datasheets:

Datasheet
Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

The PRIMARIS and CAPTAIN keywords are used in following Deathwatch datasheets:

Commander
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The PRIMARIS and CHAPLAIN keywords are used in following Deathwatch datasheets:

Commander

The WATCH MASTER keyword is used in following Deathwatch datasheets:

Commander

The TERMINATOR and CAPTAIN keywords are used in following Deathwatch datasheets:

Commander

The TERMINATOR and CHAPLAIN keywords are used in following Deathwatch datasheets:

Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Does not include wargear
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Combi-melta used in following datasheets:

Datasheet
• Terminator
11
Commander
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.

Combi-plasma used in following datasheets:

Datasheet
Commander

Frag grenade used in following datasheets:

Datasheet
• Reiver
0
• Veteran
0
Commander
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.

Krak grenade used in following datasheets:

Datasheet
• Reiver
0
• Veteran
0
Commander
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Power sword used in following datasheets:

Datasheet
• Veteran
1
Commander

The DEATHWATCH keyword is used in following Deathwatch datasheets:

Datasheet
• Reiver
• Veteran
Commander

The IMPERIUM keyword is used in following Deathwatch datasheets:

Datasheet
• Reiver
• Veteran
Commander

The ADEPTUS ASTARTES keyword is used in following Deathwatch datasheets:

Datasheet
• Reiver
• Veteran
Commander

The INFANTRY keyword is used in following Deathwatch datasheets:

Datasheet
• Reiver
• Veteran
Commander

Bolt pistol used in following datasheets:

Datasheet
• Veteran
2
Commander

Chainsword used in following datasheets:

Datasheet
• Veteran
0

The PRIMARIS keyword is used in following Deathwatch datasheets:

Datasheet
• Reiver
Commander
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.

Combi-flamer used in following datasheets:

Datasheet
Commander

Storm bolter used in following datasheets:

Datasheet
Commander
single/pair

Lightning claw used in following datasheets:

Datasheet
• Terminator
1/3
• Veteran
1/3
Commander

Power fist used in following datasheets:

Datasheet
• Veteran
4
Commander

Thunder hammer used in following datasheets:

Datasheet
• Veteran
8
Commander
Terminator Weapons
 • Lightning claw
 • Power fist
4
 • Relic blade1
3
 • Storm Shield
5
 • Thunder hammer
8

1 cannot be taken by a model with a chainfist

The TERMINATOR keyword is used in following Deathwatch datasheets:

Datasheet
Commander
Pistols
 • Bolt pistol
2
 • Grav-pistol
1
 • Plasma pistol
2
Melee Weapons
 • Chainsword
0
 • Lightning claw
 • Power axe
2
 • Power fist
4
 • Power sword
1
 • Relic blade1
3
 • Storm Shield
5
 • Thunder hammer
8

1 Vanguard Sergeant only

LevelPoints per model*
176
296
3116
4141
* Does not include wargear
RITES OF BATTLE
Deathwatch Tactic
Primaris Captain Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a PRIMARIS CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT

The COMMANDER keyword is used in following Deathwatch datasheets:

Commander

The CAPTAIN keyword is used in following Deathwatch datasheets:

Commander
LevelPoints per model*
163
278
393
4118
* Does not include wargear

Crozius arcanum used in following datasheets:

Commander
LITANIES OF HATE
Deathwatch Tactic
Primaris Chaplain Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a PRIMARIS CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
SPIRITUAL LEADER
Deathwatch Tactic
Primaris Chaplain Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a PRIMARIS CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own.
1 COMMAND POINT

The CHAPLAIN keyword is used in following Deathwatch datasheets:

Commander
LevelPoints per model*
181
2101
3121
4146
* Does not include wargear

Force sword used in following datasheets:

Commander
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

The PSYKER keyword is used in following Deathwatch datasheets:

Commander

The LIBRARIAN keyword is used in following Deathwatch datasheets:

Commander
LevelPoints per model*
1125
2145
3165
4190
* Does not include wargear
MASTER OF BATTLE
Deathwatch Tactic
Watch Master Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a WATCH MASTER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls for friendly models within 6" of this model.
2 COMMAND POINTS
LevelPoints per model*
180
2100
3120
4145
* Does not include wargear
Terminator Weapons
 • Lightning claw
 • Power fist
12
 • Relic blade1
14
 • Storm Shield
15
 • Thunder hammer
18

1 cannot be taken by a model with a chainfist

RITES OF BATTLE
Deathwatch Tactic
Captain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a TERMINATOR CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
LevelPoints per model*
174
294
3114
4139
* Does not include wargear
LITANIES OF HATE
Deathwatch Tactic
Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Fight phase if your kill team includes a TERMINATOR CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll failed hit rolls in the Fight phase for friendly models within 6" of this model.
1 COMMAND POINT
SPIRITUAL LEADER
Deathwatch Tactic
Chaplain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a TERMINATOR CHAPLAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, friendly models within 6" of this model can use this model’s Leadership characteristic instead of their own.
1 COMMAND POINT
LevelPoints per model*
188
2108
3128
4153
* Does not include wargear

Absolvor bolt pistol used in following datasheets:

Commander

Assault cannon used in following datasheets:

Datasheet

Auto bolt rifle used in following datasheets:

Datasheet

Bolt carbine used in following datasheets:

Datasheet
• Reiver
2

Bolt rifle used in following datasheets:

Datasheet

Boltgun used in following datasheets:

Datasheet

Cyclone missile launcher used in following datasheets:

Datasheet

Deathwatch frag cannon used in following datasheets:

Datasheet

Deathwatch shotgun used in following datasheets:

Datasheet

Grav-pistol used in following datasheets:

Datasheet
• Veteran
1

Guardian spear used in following datasheets:

Commander

Heavy bolt pistol used in following datasheets:

Datasheet
• Reiver
2

Heavy flamer used in following datasheets:

Datasheet

Infernus heavy bolter used in following datasheets:

Datasheet

Master-crafted auto bolt rifle used in following datasheets:

Commander

Master-crafted stalker bolt rifle used in following datasheets:

Commander

Melta bomb used in following datasheets:

Datasheet
• Veteran
5

Plasma pistol used in following datasheets:

Datasheet
• Veteran
2

Shock grenade used in following datasheets:

Datasheet
• Reiver
0

Stalker bolt rifle used in following datasheets:

Datasheet

Stalker pattern boltgun used in following datasheets:

Datasheet

Wrist-mounted grenade launcher used in following datasheets:

Commander

Chainfist used in following datasheets:

Datasheet

Combat knife used in following datasheets:

Datasheet
• Reiver
0

Force axe used in following datasheets:

Commander

Force stave used in following datasheets:

Commander

Heavy thunder hammer used in following datasheets:

Datasheet

Power axe used in following datasheets:

Datasheet
• Veteran
2

Power maul used in following datasheets:

Datasheet

Relic blade used in following datasheets:

Datasheet
• Veteran
3
Commander

Xenophase blade used in following datasheets:

Datasheet

Auspex used in following datasheets:

Datasheet
• Veteran
1

Auxiliary Grenade Launcher used in following datasheets:

Datasheet

Grapnel Launcher used in following datasheets:

Datasheet
• Reiver
1

Grav-chute used in following datasheets:

Datasheet
• Reiver
1

Storm Shield used in following datasheets:

Datasheet
• Veteran
5
Commander
© Vyacheslav Maltsev 2013-2020