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.
Book | Kind | Edition | Version | Last update |
Warhammer 40,000 Kill Team | ||||
Warhammer 40,000 Kill Team | Rulebook | 8 | 1.0 | August 2019 |
![]() | ||||
![]() | Expansion | 8 | 1.0 | April 2021 |
![]() | ||||
![]() | Expansion | 8 | 1.0 | December 2019 |
![]() | ||||
![]() | White Dwarf | 8 | 1.0 | July 2019 |
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.
|
D3 | PSYCHIC 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. |
D3 | PSYCHIC POWER |
1 | SHROUDING The psyker uses his mastery of the warp to fog the minds of his enemies, clouding their senses so that his allies appear as nothing more than indistinct shadows. Shrouding has a warp charge value of 6. If manifested, select a friendly ADEPTUS ASTARTES PHOBOS model within 8" of the psyker. Until the start of the next Psychic phase, enemy models can only shoot this model if it is the closest target that is visible to them. |
2 | HALLUCINATION The psyker conjures images out of his foes’ own memories – from past allies seemingly returned from the dead, to apparitions wrought from their darkest nightmares. Paranoia, confusion and panic reign under such a psychic assault. Hallucination has a warp charge value of 7. If manifested, select an enemy model within 12" of and visible to the psyker. Until the start of the next Psychic phase, subtract 1 from that model’s Leadership characteristic and from hit rolls made for that model. |
3 | MIND RAID The psyker raids the thoughts of a foe for tactical information, simultaneously inflicting severe cerebral trauma on his victim. Mind Raid has a warp charge value of 6. If manifested, select an enemy model within 18" of and visible to the psyker. That model suffers a mortal wound. If your kill team is Battle-forged, and the model you chose was a Leader or a COMMANDER, you gain 1 Command Point. |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Assault Intercessor | |||||||||||
Assault Intercessor | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ | - | |
Assault Intercessor Sergeant | |||||||||||
Assault Intercessor Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Hand flamer | ||||||
0 Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Heavy bolt pistol | ||||||
0 Heavy bolt pistol | 18" | Pistol 1 | 4 | -1 | 1 | - |
1 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
1 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. | ||||||
0 Astartes chainsword | ||||||
0 Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
4 Power fist | ||||||
4 Power fist | Melee | Melee | x2 | -3 | 2 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
2 Power sword | ||||||
2 Power sword | Melee | Melee | +1 | -3 | 1 | - |
8 Thunder hammer | ||||||
8 Thunder hammer | Melee | Melee | x2 | -2 | 3 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• An Assault Intercessor Sergeant may replace their heavy bolt pistol with a hand flamer or plasma pistol. • An Assault Intercessor Sergeant may replace their astartes chainsword with a power fist, power sword or thunder hammer.
|
ABILITIES | |
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. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Combat, Comms, Scout, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PRIMARIS, ASSAULT INTERCESSOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Bladeguard Veteran | |||||||||||
Bladeguard Veteran | 6" | 3+ | 3+ | 4 | 4 | 3 | 3 | 8 | 3+ | - | |
Bladeguard Veteran Sergeant | |||||||||||
Bladeguard Veteran Sergeant | 6" | 3+ | 3+ | 4 | 4 | 3 | 4 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Heavy bolt pistol | ||||||
0 Heavy bolt pistol | 18" | Pistol 1 | 4 | -1 | 1 | - |
1 Neo-volkite pistol | ||||||
1 Neo-volkite pistol | 15" | Pistol 2 | 5 | 0 | 2 | Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. |
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. | ||||||
1 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
1 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. | ||||||
0 Master-crafted power sword | ||||||
0 Master-crafted power sword | Melee | Melee | +1 | -3 | 2 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• A Bladeguard Veteran Sergeant may replace their heavy bolt pistol with a neo-volkite pistol or plasma pistol.
|
ABILITIES | |
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: 5 Add 1 to saving throws made for this model (excluding invulnerable saves). In addition, it has a 4+ invulnerable save. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Combat, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PRIMARIS, BLADEGUARD VETERAN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Company Veteran | |||||||||||
Company Veteran | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | 4 | |
Veteran Gunner | |||||||||||
Veteran Gunner | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | 1 | |
Veteran Sergeant | |||||||||||
Veteran Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Boltgun | ||||||
0 Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• A Company Veteran or Veteran Sergeant may exchange their boltgun for a storm shield or one item from the Combi-weapons, Special Weapons, Pistols or Melee Weapons lists. If a Veteran Sergeant does, it may also be armed with a boltgun or one item from the Combi-weapons list. A model cannot be armed with more than one storm shield. • A Company Veteran or Veteran Sergeant may exchange their bolt pistol for a storm shield or one item from the Pistols or Melee Weapons lists. A model cannot be armed with more than one storm shield. • A Veteran Gunner may exchange their boltgun for one item from the Heavy Weapons list.
|
ABILITIES | |
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: 5 Add 1 to saving throws made for a model armed with a storm shield (excluding invulnerable saves). In addition, it has a 4+ invulnerable save. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Sniper, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, COMPANY VETERAN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Deathwatch Veteran | |||||||||||
Deathwatch Veteran | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | - | |
Deathwatch Veteran Gunner | |||||||||||
Deathwatch Veteran Gunner | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | 4 | |
Black Shield | |||||||||||
Black Shield | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ | 1 | |
Watch Sergeant | |||||||||||
Watch Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Boltgun | ||||||
0 Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
1 Stalker pattern boltgun | ||||||
1 Stalker pattern boltgun | 30" | Heavy 2 | 4 | -1 | 1 | - |
5 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. | ||||||
5 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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. |
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. | ||||||
6 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. | ||||||
6 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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun | ||||||
- Plasma gun | 24" | Rapid Fire 1 | 7 | -3 | 1 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. | ||||||
5 Deathwatch frag cannon | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
5 Deathwatch frag cannon | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag | ||||||
- Frag | 12" | Assault 2D3 | 6 | -1 | 1 | - |
- Shell | ||||||
- Shell | 24" | Assault 2 | 7 | -2 | 2 | - |
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. | ||||||
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 | ||||||
- Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
- Heavy flamer | ||||||
- Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
5 Heavy thunder hammer | ||||||
5 Heavy thunder hammer | Melee | Melee | x2 | -3 | 4 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
1 Power maul | ||||||
1 Power maul | Melee | Melee | +3 | -1 | 1 | - |
2 Power sword | ||||||
2 Power sword | Melee | Melee | +1 | -3 | 1 | - |
3 Xenophase blade | ||||||
3 Xenophase blade | Melee | Melee | +1 | -4 | 1 | When attacking with this weapon, an invulnerable save cannot be used. |
When attacking with this weapon, an invulnerable save cannot be used. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• Any model may replace its boltgun with one item from the following: Combi-weapons list, Special Weapons list, Pistols list, Melee Weapons list, storm shield (maximum 1 per model). • Any model may replace its power sword with one item from the following: Pistols list, Melee Weapons list, storm shield (maximum 1 per model), xenophase blade (Watch Sergeant only). • Any model may replace its power sword and boltgun with one of the following: Astartes shotgun, boltgun, stalker pattern boltgun. • One Deathwatch Veteran, Watch Sergeant or Black Shield in your kill team may replace its power sword and boltgun with a heavy thunder hammer. • A Deathwatch Veteran Gunner may replace its boltgun and power sword with a Deathwatch frag cannon, infernus heavy bolter, heavy bolter, heavy flamer or missile launcher. • If a Watch Sergeant is not armed with a storm shield, it may be armed with a combat shield.
|
ABILITIES | |
ABILITIES |
Special Issue Ammunition And They Shall Know No Fear: You can re-roll failed Nerve tests for this model. Storm Shield: 5 Add 1 to saving throws made for a model armed with a storm shield (excluding invulnerable saves). In addition, it has a 4+ invulnerable save.Transhuman Physiology: Ignore the penalty to this model’s hit rolls from one flesh wound it has suffered. Atonement Through Honour: You can re-roll failed charge rolls for a Black Shield. Combat shield: 5 Add 1 to saving throws made for a model armed with a combat shield (excluding invulnerable saves). In addition, it has a 5+ invulnerable save. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Sniper, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, DEATHWATCH VETERAN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Eliminator | |||||||||||
Eliminator | 6" | 3+ | 2+ | 4 | 4 | 2 | 2 | 7 | 3+ | - | |
Eliminator Sergeant | |||||||||||
Eliminator Sergeant | 6" | 3+ | 2+ | 4 | 4 | 2 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Bolt sniper rifle | ||||||
A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below. | ||||||
0 Bolt sniper rifle | A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below. | |||||
- Mortis round | ||||||
- Mortis round | 36" | Heavy 1 | 5 | -2 | 2 | If you make an unmodified wound roll of 6 for this weapon, it inflicts a mortal wound in addition to its normal damage. |
If you make an unmodified wound roll of 6 for this weapon, it inflicts a mortal wound in addition to its normal damage. | ||||||
- Executioner round | ||||||
- Executioner round | 36" | Heavy 1 | 5 | -1 | 1 | Add 1 to hit rolls for this weapon. Add an additional 1 to hit rolls when targeting a model that is obscured. |
Add 1 to hit rolls for this weapon. Add an additional 1 to hit rolls when targeting a model that is obscured. | ||||||
- Hyperfrag round | ||||||
- Hyperfrag round | 36" | Heavy D3 | 5 | 0 | 1 | - |
0 Instigator bolt carbine | ||||||
0 Instigator bolt carbine | 24" | Assault 1 | 4 | -1 | 2 | - |
5 Las fusil | ||||||
5 Las fusil | 36" | Heavy 1 | 8 | -3 | 3 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• An Eliminatormay replace their bolt sniper rifle with a las fusil. • An Eliminator Sergeant may replace their bolt sniper rifle with a las fusil or instigator bolt carbine.
|
ABILITIES | |
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. Camo Cloak: 1 When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Comms, Scout, Sniper, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PHOBOS, PRIMARIS, ELIMINATOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Heavy Intercessor | |||||||||||
Heavy Intercessor | 5" | 3+ | 3+ | 4 | 5 | 3 | 2 | 7 | 3+ | - | |
Heavy Intercessor Gunner | |||||||||||
Heavy Intercessor Gunner | 5" | 3+ | 3+ | 4 | 5 | 3 | 2 | 7 | 3+ | 2 | |
Heavy Intercessor Sergeant | |||||||||||
Heavy Intercessor Sergeant | 5" | 3+ | 3+ | 4 | 5 | 3 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Executor bolt rifle | ||||||
0 Executor bolt rifle | 42" | Heavy 1 | 5 | -2 | 2 | - |
7 Executor heavy bolter | ||||||
7 Executor heavy bolter | 42" | Heavy 2 | 5 | -2 | 3 | - |
0 Heavy bolt rifle | ||||||
0 Heavy bolt rifle | 36" | Rapid Fire 1 | 5 | -1 | 1 | - |
6 Heavy bolter | ||||||
6 Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
0 Hellstorm bolt rifle | ||||||
0 Hellstorm bolt rifle | 30" | Assault 3 | 5 | 0 | 1 | - |
7 Hellstorm heavy bolter | ||||||
7 Hellstorm heavy bolter | 30" | Heavy 4 | 5 | 0 | 2 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its heavy bolt rifle with a hellstorm bolt rifle or executor bolt rifle. • A Heavy Intercessor Gunner may replace their heavy bolt rifle with a hellstorm heavy bolter, heavy bolter or executor heavy bolter.
|
ABILITIES | |
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. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Comms, Demolitions, Heavy, Sniper, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, MK X GRAVIS, PRIMARIS, HEAVY INTERCESSOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Incursor | |||||||||||
Incursor | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ | - | |
Incursor Sergeant | |||||||||||
Incursor Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Occulus bolt carbine | ||||||
0 Occulus bolt carbine | 24" | Rapid Fire 1 | 4 | 0 | 1 | Add 1 to hit rolls for this weapon when targeting a model that is obscured. |
Add 1 to hit rolls for this weapon when targeting a model that is obscured. | ||||||
0 Paired combat blades | ||||||
0 Paired combat blades | Melee | Melee | User | -1 | 1 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• One Incursor in your kill team may take a haywire mine.
|
ABILITIES | |
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. Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone. Haywire Mine: 5 In your turn in the Movement phase, a model from your kill team with a haywire mine that has not been primed can prime it. If they do, at any point during that models move, place the Primed Haywire Mine within 1" of it, and more than 3" away from any enemy models. If an enemy model moves within 2" of that Primed Haywire Mine, roll one D6; on a 4+ each model within 2" of the Primed Haywire Mine suffer 1 mortal wound.That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Comms, Demolitions, Scout, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PHOBOS, PRIMARIS, INCURSOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Infiltrator | |||||||||||
Infiltrator | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ | - | |
Infiltrator Helix Adept | |||||||||||
Infiltrator Helix Adept | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ | 1 | |
Infiltrator Sergeant | |||||||||||
Infiltrator Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Marksman bolt carbine | ||||||
0 Marksman bolt carbine | 24" | Rapid Fire 1 | 4 | 0 | 1 | Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack). |
Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack). | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• One Infiltrator in your kill team can be equipped with an Infiltrator comms array.
|
ABILITIES | |
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. Infiltrator Comms Array: 5 Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator comms array.Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone. Omni-scrambler: Enemy models that are set up on the battlefield from Reserve cannot be set up within 7" of this model. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Medic (Helix Adept only), Comms (Infiltrator with Infiltrator comms array only), Demolitions, Scout, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PHOBOS, PRIMARIS, INFILTRATOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Intercessor | |||||||||||
Intercessor | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ | - | |
Intercessor Gunner | |||||||||||
Intercessor Gunner | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ | 2 | |
Intercessor Sergeant | |||||||||||
Intercessor Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Bolt rifle | ||||||
0 Bolt rifle | 30" | Rapid Fire 1 | 4 | -1 | 1 | - |
0 Hand flamer | ||||||
0 Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
1 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
1 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. | ||||||
0 Auto bolt rifle | ||||||
0 Auto bolt rifle | 24" | Assault 3 | 4 | 0 | 1 | - |
0 Stalker bolt rifle | ||||||
0 Stalker bolt rifle | 36" | Heavy 1 | 4 | -2 | 2 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
0 Astartes chainsword | ||||||
0 Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
4 Power fist | ||||||
4 Power fist | Melee | Melee | x2 | -3 | 2 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
2 Power sword | ||||||
2 Power sword | Melee | Melee | +1 | -3 | 1 | - |
8 Thunder hammer | ||||||
8 Thunder hammer | Melee | Melee | x2 | -2 | 3 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. |
WARGEAR OPTIONS | |
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 replace their bolt rifle with a hand flamer, plasma pistol, astartes chainsword or power sword. An Intercessor Sergeant cannot be equipped with two astartes chainswords or two power swords. • If an Intercessor Sergeant is not equipped with an astartes chainsword or power sword, it can be equipped with an astartes chainsword, power fist, power sword or thunder hammer. • One Intercessor, Intercessor Gunner or Intercessor Sergeant in your kill team may take an auspex.
|
ABILITIES | |
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 rolls or injury rolls due to their target being obscured. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Demolitions (Gunner only), Combat, Comms, Medic, Sniper, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PRIMARIS, INTERCESSOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Reiver | |||||||||||
Reiver | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ | - | |
Reiver Sergeant | |||||||||||
Reiver Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Special issue bolt pistol | ||||||
0 Special issue bolt pistol | 12" | Pistol 1 | 4 | -2 | 1 | - |
0 Bolt carbine | ||||||
0 Bolt carbine | 24" | Assault 2 | 4 | 0 | 1 | - |
0 Combat knife | ||||||
0 Combat knife | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
0 Shock grenade | ||||||
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. |
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. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• A Reiver or Reiver Sergeant may replace their combat knife with a bolt carbine. • If a Reiver Sergeant is armed with a bolt carbine, it may be armed with a combat knife. • A Reiver or Reiver Sergeant may take a grav-chute. If it does, it gains the GRAV-CHUTE keyword. • A Reiver or Reiver Sergeant may take a grapnel launcher.
|
ABILITIES | |
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: Subtract 1 from the Leadership characteristic of models while they are within 3" of any enemy REIVER models. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Combat, Comms, Demolitions, Scout, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, PHOBOS, PRIMARIS, REIVER |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Suppressor | |||||||||||
Suppressor | 12" | 3+ | 3+ | 4 | 4 | 2 | 2 | 7 | 3+ | - | |
Suppressor Sergeant | |||||||||||
Suppressor Sergeant | 12" | 3+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Accelerator autocannon | ||||||
0 Accelerator autocannon | 48" | Heavy 3 | 7 | -1 | 2 | If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks. |
If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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. Grav-chute: 1 This model 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. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Demolitions, Scout, Sniper, Veteran |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, FLY, PRIMARIS, GRAV-CHUTE, SUPPRESSOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Terminator | |||||||||||
Terminator | 5" | 3+ | 3+ | 4 | 4 | 3 | 2 | 8 | 2+ | - | |
Terminator Gunner | |||||||||||
Terminator Gunner | 5" | 3+ | 3+ | 4 | 4 | 3 | 2 | 8 | 2+ | 2 | |
Terminator Sergeant | |||||||||||
Terminator Sergeant | 5" | 3+ | 3+ | 4 | 4 | 3 | 3 | 9 | 2+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
5 Assault cannon | ||||||
5 Assault cannon | 24" | Heavy 6 | 6 | -1 | 1 | - |
6 Cyclone missile launcher | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
6 Cyclone missile launcher | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag missile | ||||||
- Frag missile | 36" | Heavy 2D6 | 4 | 0 | 1 | - |
- Krak missile | ||||||
- Krak missile | 36" | Heavy 2 | 8 | -2 | D6 | - |
5 Heavy flamer | ||||||
5 Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
6 Storm bolter | ||||||
6 Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
6 Chainfist | ||||||
6 Chainfist | Melee | Melee | x2 | -4 | D3 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
1/3 Lightning claw | ||||||
1/3 Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll. | ||||||
4 Power fist | ||||||
4 Power fist | Melee | Melee | x2 | -3 | 2 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
1 Power sword | ||||||
1 Power sword | Melee | Melee | +1 | -3 | 1 | - |
8 Thunder hammer | ||||||
8 Thunder hammer | Melee | Melee | x2 | -2 | 3 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• A Terminator or Terminator Gunner may replace their power fist with a chainfist. • A Terminator Gunner may take a cyclone missile launcher, or replace their storm bolter with an assault cannon or heavy flamer. • 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 one item from the Terminator Weapons list. • A Terminator Gunner not equipped with a cyclone missile launcher or Terminator Sergeant may replace their storm bolter with a storm shield or one item from the Combi-weapons list.
|
ABILITIES | |
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 If this model is armed with a storm shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, it has a 4+ invulnerable save. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Heavy (Gunner only), Combat, Comms, Demolitions, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, TERMINATOR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Vanguard Veteran | |||||||||||
Vanguard Veteran | 6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | - | |
Vanguard Sergeant | |||||||||||
Vanguard Sergeant | 6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Astartes chainsword | ||||||
0 Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
5 Melta bomb | ||||||
5 Melta bomb | 4" | Grenade 1 | 8 | -4 | D6 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• A Vanguard Veteran or Vanguard Sergeant may exchange their bolt pistol and astartes chainsword for two items from the Pistols and/or Melee Weapons lists or one storm shield and one item from the Pistols or Melee Weapons lists. • A Vanguard Veteran or Vanguard Sergeant may be equipped with a jump pack. If they are, their Move characteristic is increased to 12" and they gain the JUMP PACK and FLY keywords. 6 • One Vanguard Veteran or Vanguard Sergeant in your kill team may be armed with melta bombs. • A Vanguard Sergeant may replace its astartes chainsword with a relic blade. • A DEATHWATCH Vanguard Veteran or DEATHWATCH Vanguard Sergeant may replace its bolt pistol and astartes chainsword with a heavy thunder hammer.
|
ABILITIES | |
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: 5 Add 1 to saving throws made for a model armed with a storm shield (excluding invulnerable saves). In addition, it has a 4+ invulnerable save. |
SPECIALISTS | |
SPECIALISTS |
Leader (Sergeant only), Combat, Comms, Demolitions, Scout, Veteran, Zealot |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, INFANTRY, VANGUARD VETERAN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Janus Draik | |||||||||||
Janus Draik | 6" | 3+ | 3+ | 3 | 3 | 4 | 3 | 9 | 4+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Heirloom pistol | ||||||
Heirloom pistol | 12" | Pistol 1 | 4 | -2 | 2 | - |
Monomolecular rapier | ||||||
Monomolecular rapier | Melee | Melee | User | -4 | 1 | - |
Archeotech grenade | ||||||
Archeotech grenade | 6" | Grenade D3 | 6 | -1 | D3 | You can only use this weapon once per battle. |
You can only use this weapon once per battle. |
ABILITIES | |
ABILITIES |
Multi-Spectral Auspicator: Re-roll hit rolls of 1 for attacks made by this model. Concealed Archeotech Weapon: Once per battle, at the start of the Fight phase, pick one enemy model within 1" of this model and roll a dice; on a 4+ the target model suffers D3 mortal wounds. Disruption Field Generator: This model has a 4+ invulnerable save. Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword. |
SPECIALISTS | |
SPECIALISTS |
Logistics |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
ADEPTA SORORITAS, DEATHWATCH, ASTRA MILITARUM, ADEPTUS MECHANICUS |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, JANUS DRAIK |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Neyam Shai Murad | |||||||||||
Neyam Shai Murad | 6" | 3+ | 3+ | 3 | 3 | 4 | 3 | 9 | 4+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Negotiator pistol | ||||||
Negotiator pistol | 12" | Pistol 2 | 4 | -2 | 1 | - |
ABILITIES | |
ABILITIES |
Quick Draw: This model can shoot each turn as if it was Readied. Servo-skull Assisted Targeting: This model does not suffer the penalty to hit rolls for the target being obscured. Rogue Trader: This model cannot be affected by any Tactics or abilities that affect models with a particular Faction keyword. |
SPECIALISTS | |
SPECIALISTS |
Shooting |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH, ASTRA MILITARUM, ADEPTUS MECHANICUS, ADEPTA SORORITAS |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, ASTRA CARTOGRAPHICA, COMMANDER, INFANTRY, ROGUE TRADER, NEYAM SHAI MURAD |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Captain in Gravis Armour | |||||||||||
Captain in Gravis Armour | 5" | 2+ | 2+ | 4 | 5 | 7 | 5 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Boltstorm gauntlet (ranged) | ||||||
0 Boltstorm gauntlet (ranged) | 12" | Pistol 3 | 4 | -1 | 1 | - |
0 Boltstorm gauntlet (melee) | ||||||
0 Boltstorm gauntlet (melee) | Melee | Melee | x2 | -3 | 2 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
0 Master-crafted power sword | ||||||
0 Master-crafted power sword | Melee | Melee | +1 | -3 | 2 | - |
ABILITIES | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, MK X GRAVIS, PRIMARIS, CAPTAIN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Captain in Phobos Armour | |||||||||||
Captain in Phobos Armour | 6" | 2+ | 2+ | 4 | 4 | 6 | 5 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Master-crafted instigator bolt carbine | ||||||
0 Master-crafted instigator bolt carbine | 30" | Heavy 1 | 4 | -2 | 3 | A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. |
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. | ||||||
0 Combat knife | ||||||
0 Combat knife | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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. Camo Cloak: 1 When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone. Omni-scrambler: Enemy models that are set up on the battlefield from Reserve cannot be set up within 7" of this model. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength |
TACTICS | |
TACTICS |
Rites of Battle, Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, CAPTAIN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Captain in Terminator Armour | |||||||||||
Captain in Terminator Armour | 5" | 2+ | 2+ | 4 | 4 | 6 | 4 | 9 | 2+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Combi-bolter | ||||||
2 Combi-bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
4 Storm bolter | ||||||
4 Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
2 Wrist-mounted grenade launcher | ||||||
2 Wrist-mounted grenade launcher | 12" | Assault D3 | 4 | -1 | 1 | - |
Lightning claw | ||||||
Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll. | ||||||
12 Power fist | ||||||
12 Power fist | Melee | Melee | x2 | -3 | 2 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
0 Power sword | ||||||
0 Power sword | Melee | Melee | +1 | -3 | 1 | - |
14 Relic blade | ||||||
14 Relic blade | Melee | Melee | +3 | -3 | 2 | - |
18 Thunder hammer | ||||||
18 Thunder hammer | Melee | Melee | x2 | -2 | 3 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its storm bolter with a combi-bolter, lightning claw, power first, thunder hammer, storm shield or one item from the Combi-weapons list. This model cannot be armed with more than one storm shield. • This model may replace its power sword with a relic blade, thunder hammer, storm shield or one item from the Terminator Weapons list. This model cannot be armed with more than one storm shield. • If this model is armed with one or more power fists, it can also be armed with a wrist-mounted grenade launcher.
|
ABILITIES | |
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: This model has a 4+ invulnerable save. Storm Shield: 15 If this model is armed with a storm shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, it has a 4+ invulnerable save. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength |
TACTICS | |
TACTICS |
Rites of Battle, Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, TERMINATOR, CAPTAIN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Captain with Master-crafted Heavy Bolt Rifle | |||||||||||
Captain with Master-crafted Heavy Bolt Rifle | 5" | 2+ | 2+ | 4 | 5 | 7 | 5 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Master-crafted heavy bolt rifle | ||||||
0 Master-crafted heavy bolt rifle | 36" | Rapid Fire 1 | 5 | -1 | 2 | - |
0 Master-crafted power sword | ||||||
0 Master-crafted power sword | Melee | Melee | +1 | -3 | 2 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, MK X GRAVIS, PRIMARIS, CAPTAIN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Chaplain in Terminator Armour | |||||||||||
Chaplain in Terminator Armour | 5" | 2+ | 3+ | 4 | 4 | 5 | 3 | 9 | 2+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
4 Storm bolter | ||||||
4 Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
0 Crozius arcanum | ||||||
0 Crozius arcanum | Melee | Melee | +2 | -1 | 2 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its storm bolter with one item from the Combi-weapons list.
|
ABILITIES | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength |
TACTICS | |
TACTICS |
Litanies of Hate, Spiritual Leader, Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, TERMINATOR, CHAPLAIN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Judiciar | |||||||||||
Judiciar | 6" | 2+ | 3+ | 4 | 4 | 5 | 4 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Absolvor bolt pistol | ||||||
0 Absolvor bolt pistol | 18" | Pistol 1 | 5 | -1 | 2 | - |
0 Executioner relic blade | ||||||
0 Executioner relic blade | Melee | Melee | +3 | -3 | 2 | Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. |
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
ABILITIES |
Special Issue Ammunition And They Shall Know No Fear: You can re-roll failed Nerve tests for this model. Blade Parry: In the Fight phase, 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. Tempormortis: At the beginning of the Fight phase, you can pick a single enemy model within 3" of this model. That enemy model cannot fight until the Fight for Your Lives section of this battle round, even if it charged this battle round. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PRIMARIS, JUDICIAR |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Librarian in Phobos Armour | |||||||||||
Librarian in Phobos Armour | 6" | 3+ | 3+ | 4 | 4 | 5 | 4 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Force sword | ||||||
0 Force sword | Melee | Melee | +1 | -3 | D3 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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. Camo Cloak: 1 When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.Concealed Position: When you set this model up during deployment, it can be set up anywhere on the battlefield that is more than 9" from any enemy deployment zone. Psychic Hood: You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12". |
PSYKER | |
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 Obscuration discipline. |
SPECIALISTS | |
SPECIALISTS |
Fortitude, Melee, Psyker, Stealth, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, PSYKER, LIBRARIAN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Librarian in Terminator Armour | |||||||||||
Librarian in Terminator Armour | 5" | 3+ | 3+ | 4 | 4 | 5 | 3 | 9 | 2+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Force axe | ||||||
2 Force axe | Melee | Melee | +2 | -2 | 2 | - |
0 Force stave | ||||||
0 Force stave | Melee | Melee | +3 | -1 | D3 | - |
0 Force sword | ||||||
0 Force sword | Melee | Melee | +1 | -3 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may take one item from the Combi-weapons list. • This model may replace its force stave with a force axe or force sword.
|
ABILITIES | |
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 | |
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 | |
SPECIALISTS |
Fortitude, Melee, Psyker, Shooting, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, TERMINATOR, PSYKER, LIBRARIAN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Lieutenant in Phobos Armour | |||||||||||
Lieutenant in Phobos Armour | 6" | 2+ | 2+ | 4 | 4 | 5 | 4 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Master-crafted occulus bolt carbine | ||||||
0 Master-crafted occulus bolt carbine | 24" | Rapid Fire 1 | 4 | 0 | 2 | Add 1 to hit rolls for this weapon when targeting a model that is obscured. |
Add 1 to hit rolls for this weapon when targeting a model that is obscured. | ||||||
0 Paired combat blades | ||||||
0 Paired combat blades | Melee | Melee | User | -1 | 1 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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. 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. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, GRAV-CHUTE, LIEUTENANT |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Lieutenant in Reiver Armour | |||||||||||
Lieutenant in Reiver Armour | 6" | 2+ | 2+ | 4 | 4 | 5 | 4 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Master-crafted special issue bolt pistol | ||||||
0 Master-crafted special issue bolt pistol | 12" | Pistol 1 | 4 | -2 | 2 | - |
0 Combat knife | ||||||
0 Combat knife | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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. Terror Troops: Subtract 1 from the Leadership characteristic of models while they are within 3" of any enemy REIVER models. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PHOBOS, PRIMARIS, REIVER, LIEUTENANT |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Primaris Captain | |||||||||||
Primaris Captain | 6" | 2+ | 2+ | 4 | 4 | 6 | 5 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Heavy bolt pistol | ||||||
0 Heavy bolt pistol | 18" | Pistol 1 | 4 | -1 | 1 | - |
1 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
1 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. | ||||||
0 Master-crafted auto bolt rifle | ||||||
0 Master-crafted auto bolt rifle | 24" | Assault 3 | 4 | 0 | 2 | - |
0 Master-crafted stalker bolt rifle | ||||||
0 Master-crafted stalker bolt rifle | 36" | Heavy 1 | 4 | -2 | 3 | - |
0 Master-crafted power sword | ||||||
0 Master-crafted power sword | Melee | Melee | +1 | -3 | 2 | - |
4 Power fist | ||||||
4 Power fist | Melee | Melee | x2 | -3 | 2 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• If this model is not armed with a master-crafted power sword, it may replace its bolt pistol and master-crafted auto bolt rifle with a heavy bolt pistol, master-crafted power sword and relic shield. • If this model is not armed with a master-crafted power sword, it may replace its bolt pistol and master-crafted auto bolt rifle with a plasma pistol and a power fist. • This model may replace its master-crafted auto bolt rifle with a master-crafted stalker bolt rifle. • If this model is armed with a master-crafted auto bolt rifle or a master-crafted stalker bolt rifle, it may take a master-crafted power sword. • If this model is equipped with a special issue bolt carbine and is not equipped with a master-crafter power sword, it may be equipped with a power fist.
|
ABILITIES | |
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. Relic Shield: 0 If this model is armed with a relic shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, each time it would lose a wound as the result of a mortal wound, roll one D6; on a 4+ that wound is not lost. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength |
TACTICS | |
TACTICS |
Rites of Battle, Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PRIMARIS, CAPTAIN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Primaris Chaplain | |||||||||||
Primaris Chaplain | 6" | 2+ | 3+ | 4 | 4 | 5 | 4 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Absolvor bolt pistol | ||||||
0 Absolvor bolt pistol | 18" | Pistol 1 | 5 | -1 | 2 | - |
0 Crozius arcanum | ||||||
0 Crozius arcanum | Melee | Melee | +2 | -1 | 2 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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 | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Melee, Shooting, Strength |
TACTICS | |
TACTICS |
Litanies of Hate, Spiritual Leader, Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PRIMARIS, CHAPLAIN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Primaris Librarian | |||||||||||
Primaris Librarian | 6" | 3+ | 3+ | 4 | 4 | 5 | 4 | 9 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Force sword | ||||||
0 Force sword | Melee | Melee | +1 | -3 | D3 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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 | |
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 | |
SPECIALISTS |
Fortitude, Melee, Psyker, Shooting, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PRIMARIS, PSYKER, LIBRARIAN |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Primaris Lieutenant | |||||||||||
Primaris Lieutenant | 6" | 2+ | 2+ | 4 | 4 | 5 | 4 | 8 | 3+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
1 Neo-volkite pistol | ||||||
1 Neo-volkite pistol | 15" | Pistol 2 | 5 | 0 | 2 | Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. |
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. | ||||||
0 Master-crafted auto bolt rifle | ||||||
0 Master-crafted auto bolt rifle | 24" | Assault 3 | 4 | 0 | 2 | - |
0 Master-crafted stalker bolt rifle | ||||||
0 Master-crafted stalker bolt rifle | 36" | Heavy 1 | 4 | -2 | 3 | - |
0 Master-crafted power sword | ||||||
0 Master-crafted power sword | Melee | Melee | +1 | -3 | 2 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace its bolt pistol and master-crafted auto bolt rifle with a neo-volkite pistol, master-crafted power sword and storm shield. This model cannot be armed with two master-crafted power swords. • This model may replace its master-crafted auto bolt rifle with a master-crafted stalker bolt rifle. • If this model is armed with a master-crafted auto bolt rifle or a master-crafted stalker bolt rifle, it may take a master-crafted power sword.
|
ABILITIES | |
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: 5 If this model is armed with a storm shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, it has a 4+ invulnerable save. |
SPECIALISTS | |
SPECIALISTS |
Ferocity, Fortitude, Leadership, Logistics, Melee, Shooting, Stealth, Strategist, Strength |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, PRIMARIS, LIEUTENANT |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Watch Master | |||||||||||
Watch Master | 6" | 2+ | 2+ | 4 | 4 | 6 | 4 | 9 | 2+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Vigil spear (ranged) | ||||||
0 Vigil spear (ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 | - |
0 Vigil spear (melee) | ||||||
0 Vigil spear (melee) | Melee | Melee | +1 | -3 | D3 | - |
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
ABILITIES | |
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 | |
SPECIALISTS |
Fortitude, Leadership, Logistics, Melee, Shooting, Strategist, Strength |
TACTICS | |
TACTICS |
Master of Battle, Steel Your Minds, Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ADEPTUS ASTARTES, COMMANDER, INFANTRY, WATCH MASTER |
NAME | M | WS | BS | S | T | W | A | Ld | Sv | Max | |
Inquisitor Eisenhorn | |||||||||||
Inquisitor Eisenhorn | 6" | 3+ | 3+ | 3 | 3 | 5 | 4 | 10 | 4+ | 1 |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Artificer bolt pistol | ||||||
0 Artificer bolt pistol | 12" | Pistol 1 | 4 | -1 | 2 | - |
0 Barbarisater | ||||||
0 Barbarisater | Melee | Melee | User | -3 | D3 | Add 1 to hit rolls for attacks made with this weapon |
Add 1 to hit rolls for attacks made with this weapon | ||||||
0 Runestaff | ||||||
0 Runestaff | Melee | Melee | +3 | -1 | D3 | - |
ABILITIES | |
ABILITIES |
Quarry: You can re-roll hit rolls and wound rolls for this model for attacks that target enemy models with the AELDARI, NECRON, ORK, T’AU EMPIRE or TYRANIDS keyword or faction keyword. Unquestionable Wisdom: Friendly ADEPTUS ASTARTES, ASTRA MILITARUM or ADEPTUS MECHANICUS models within 6" of this model can use this model’s Leadership characteristic instead of their own. No Stranger to Pain: Roll a D6 each time this model loses a wound; on a 6+ that wound is not lost. |
PSYKER | |
PSYKER |
This model can attempt to manifest one psychic power and attempt to deny one psychic power in each Psychic phase. He knows the Psybolt and Enforce Will psychic powers. Enforce Will: Enforce Will has a warp charge value of 8. If manifested, pick an enemy model that is within 12" of this model and visible to him. You can immediately shoot with that model as if it was the Shooting phase and that model was in your kill team, or fight with that model as if it was the Fight phase and that model was in your kill team. |
SPECIALISTS | |
SPECIALISTS |
Strategist |
TACTICS | |
TACTICS |
Vigilance Incarnate |
FACTION KEYWORDS | |
FACTION KEYWORDS |
ADEPTUS ASTARTES, ASTRA MILITARUM, ADEPTUS MECHANICUS, DEATHWATCH |
KEYWORDS | |
KEYWORDS |
IMPERIUM, ORDO XENOS, COMMANDER, INFANTRY, INQUISITOR, EISENHORN |
• Bolt pistol
• Grav-pistol
• Hand flamer
• Inferno pistol
• Plasma pistol
• Astartes chainsword
• Lightning claw
• Power axe
• Power fist
• Power maul
• Power sword
• Relic blade1
• Thunder hammer
1 Vanguard Sergeant only
• Combi-flamer
• Combi-grav
• Combi-melta
• Combi-plasma
• Storm bolter
• Flamer
• Grav-gun
• Meltagun
• Plasma gun
• Grav-cannon and grav-amp
• Heavy bolter
• Lascannon
• Missile launcher
• Multi-melta
• Plasma cannon
• Chainfist
• Lightning claw
• Power axe
• Power fist
• Power maul
• Power sword
• Thunder hammer
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Absolvor bolt pistol | ||||||
0 Absolvor bolt pistol | 18" | Pistol 1 | 5 | -1 | 2 | - |
0 Accelerator autocannon | ||||||
0 Accelerator autocannon | 48" | Heavy 3 | 7 | -1 | 2 | If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks. |
If this weapon inflicts any damage on an enemy model, until the end of the battle round that model and enemy models within 2" of that model cannot make shooting attacks. | ||||||
Archeotech grenade | ||||||
Archeotech grenade | 6" | Grenade D3 | 6 | -1 | D3 | You can only use this weapon once per battle. |
You can only use this weapon once per battle. | ||||||
0 Artificer bolt pistol | ||||||
0 Artificer bolt pistol | 12" | Pistol 1 | 4 | -1 | 2 | - |
5 Assault cannon | ||||||
5 Assault cannon | 24" | Heavy 6 | 6 | -1 | 1 | - |
0 Auto bolt rifle | ||||||
0 Auto bolt rifle | 24" | Assault 3 | 4 | 0 | 1 | - |
0 Bolt carbine | ||||||
0 Bolt carbine | 24" | Assault 2 | 4 | 0 | 1 | - |
2 Bolt pistol | ||||||
2 Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
0 Bolt rifle | ||||||
0 Bolt rifle | 30" | Rapid Fire 1 | 4 | -1 | 1 | - |
0 Bolt sniper rifle | ||||||
A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below. | ||||||
0 Bolt sniper rifle | A model firing a bolt sniper rifle does not suffer the penalty to hit rolls for the target being at long range. In addition, when attacking with this weapon, choose one of the profiles below. | |||||
- Mortis round | ||||||
- Mortis round | 36" | Heavy 1 | 5 | -2 | 2 | If you make an unmodified wound roll of 6 for this weapon, it inflicts a mortal wound in addition to its normal damage. |
If you make an unmodified wound roll of 6 for this weapon, it inflicts a mortal wound in addition to its normal damage. | ||||||
- Executioner round | ||||||
- Executioner round | 36" | Heavy 1 | 5 | -1 | 1 | Add 1 to hit rolls for this weapon. Add an additional 1 to hit rolls when targeting a model that is obscured. |
Add 1 to hit rolls for this weapon. Add an additional 1 to hit rolls when targeting a model that is obscured. | ||||||
- Hyperfrag round | ||||||
- Hyperfrag round | 36" | Heavy D3 | 5 | 0 | 1 | - |
0 Boltgun | ||||||
0 Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
0 Boltstorm gauntlet (ranged) | ||||||
0 Boltstorm gauntlet (ranged) | 12" | Pistol 3 | 4 | -1 | 1 | - |
2 Combi-bolter | ||||||
2 Combi-bolter | 24" | Rapid Fire 2 | 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. | ||||||
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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
2..7 Combi-grav | ||||||
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. | ||||||
2..7 Combi-grav | 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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Grav-gun | ||||||
- Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2. |
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2. | ||||||
5..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. | ||||||
5..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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. |
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. | ||||||
6..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. | ||||||
6..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 | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | - |
- Plasma gun | ||||||
- Plasma gun | 24" | Rapid Fire 1 | 7 | -3 | 1 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. | ||||||
6 Cyclone missile launcher | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
6 Cyclone missile launcher | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag missile | ||||||
- Frag missile | 36" | Heavy 2D6 | 4 | 0 | 1 | - |
- Krak missile | ||||||
- Krak missile | 36" | Heavy 2 | 8 | -2 | D6 | - |
5 Deathwatch frag cannon | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
5 Deathwatch frag cannon | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag | ||||||
- Frag | 12" | Assault 2D3 | 6 | -1 | 1 | - |
- Shell | ||||||
- Shell | 24" | Assault 2 | 7 | -2 | 2 | - |
0 Executor bolt rifle | ||||||
0 Executor bolt rifle | 42" | Heavy 1 | 5 | -2 | 2 | - |
7 Executor heavy bolter | ||||||
7 Executor heavy bolter | 42" | Heavy 2 | 5 | -2 | 3 | - |
3 Flamer | ||||||
3 Flamer | 12" | Assault D6 | 4 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Frag grenade | ||||||
0 Frag grenade | 6" | Grenade D6 | 3 | 0 | 1 | - |
5 Grav-cannon and grav-amp | ||||||
5 Grav-cannon and grav-amp | 24" | Heavy 4 | 5 | -3 | 1 | If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2. |
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2. | ||||||
2 Grav-gun | ||||||
2 Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2. |
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2. | ||||||
1 Grav-pistol | ||||||
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 characteristic of 2. |
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of 2. | ||||||
0 Hand flamer | ||||||
0 Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Heavy bolt pistol | ||||||
0 Heavy bolt pistol | 18" | Pistol 1 | 4 | -1 | 1 | - |
0 Heavy bolt rifle | ||||||
0 Heavy bolt rifle | 36" | Rapid Fire 1 | 5 | -1 | 1 | - |
6 Heavy bolter | ||||||
6 Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
5 Heavy flamer | ||||||
5 Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
Heirloom pistol | ||||||
Heirloom pistol | 12" | Pistol 1 | 4 | -2 | 2 | - |
0 Hellstorm bolt rifle | ||||||
0 Hellstorm bolt rifle | 30" | Assault 3 | 5 | 0 | 1 | - |
7 Hellstorm heavy bolter | ||||||
7 Hellstorm heavy bolter | 30" | Heavy 4 | 5 | 0 | 2 | - |
8 Inferno pistol | ||||||
8 Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. |
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. | ||||||
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. | ||||||
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 | ||||||
- Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
- Heavy flamer | ||||||
- Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | This weapon automatically hits its target. |
This weapon automatically hits its target. | ||||||
0 Instigator bolt carbine | ||||||
0 Instigator bolt carbine | 24" | Assault 1 | 4 | -1 | 2 | - |
0 Krak grenade | ||||||
0 Krak grenade | 6" | Grenade 1 | 6 | -1 | D3 | - |
5 Las fusil | ||||||
5 Las fusil | 36" | Heavy 1 | 8 | -3 | 3 | - |
13 Lascannon | ||||||
13 Lascannon | 48" | Heavy 1 | 9 | -3 | D6 | - |
0 Marksman bolt carbine | ||||||
0 Marksman bolt carbine | 24" | Rapid Fire 1 | 4 | 0 | 1 | Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack). |
Each unmodified hit roll of 6 made for this weapon’s attacks automatically results in a wound (do not make a wound roll for that attack). | ||||||
0 Master-crafted auto bolt rifle | ||||||
0 Master-crafted auto bolt rifle | 24" | Assault 3 | 4 | 0 | 2 | - |
0 Master-crafted heavy bolt rifle | ||||||
0 Master-crafted heavy bolt rifle | 36" | Rapid Fire 1 | 5 | -1 | 2 | - |
0 Master-crafted instigator bolt carbine | ||||||
0 Master-crafted instigator bolt carbine | 30" | Heavy 1 | 4 | -2 | 3 | A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. |
A model firing this weapon does not suffer the penalty to hit rolls for the target being at long range. | ||||||
0 Master-crafted occulus bolt carbine | ||||||
0 Master-crafted occulus bolt carbine | 24" | Rapid Fire 1 | 4 | 0 | 2 | Add 1 to hit rolls for this weapon when targeting a model that is obscured. |
Add 1 to hit rolls for this weapon when targeting a model that is obscured. | ||||||
0 Master-crafted special issue bolt pistol | ||||||
0 Master-crafted special issue bolt pistol | 12" | Pistol 1 | 4 | -2 | 2 | - |
0 Master-crafted stalker bolt rifle | ||||||
0 Master-crafted stalker bolt rifle | 36" | Heavy 1 | 4 | -2 | 3 | - |
5 Melta bomb | ||||||
5 Melta bomb | 4" | Grenade 1 | 8 | -4 | D6 | - |
3..7 Meltagun | ||||||
3..7 Meltagun | 12" | Assault 1 | 8 | -4 | D6 | When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. |
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. | ||||||
5 Missile launcher | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
5 Missile launcher | When attacking with this weapon, choose one of the profiles below. | |||||
- Frag missile | ||||||
- Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | - |
- Krak missile | ||||||
- Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
10 Multi-melta | ||||||
10 Multi-melta | 24" | Heavy 2 | 8 | -4 | D6 | When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. |
When an attack made with this weapon hits a target that is within half range, that attack has a Damage characteristic of D6+2. | ||||||
Negotiator pistol | ||||||
Negotiator pistol | 12" | Pistol 2 | 4 | -2 | 1 | - |
1 Neo-volkite pistol | ||||||
1 Neo-volkite pistol | 15" | Pistol 2 | 5 | 0 | 2 | Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. |
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. | ||||||
0 Occulus bolt carbine | ||||||
0 Occulus bolt carbine | 24" | Rapid Fire 1 | 4 | 0 | 1 | Add 1 to hit rolls for this weapon when targeting a model that is obscured. |
Add 1 to hit rolls for this weapon when targeting a model that is obscured. | ||||||
12 Plasma cannon | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
12 Plasma cannon | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 36" | Heavy D3 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 36" | Heavy D3 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapon’s shots have been resolved. | ||||||
3..5 Plasma gun | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
3..5 Plasma gun | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. | ||||||
1..2 Plasma pistol | ||||||
When attacking with this weapon, choose one of the profiles below. | ||||||
1..2 Plasma pistol | When attacking with this weapon, choose one of the profiles below. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. |
On an unmodified hit roll of 1, the bearer is taken out of action after all of this weapons shots have been resolved. | ||||||
0 Shock grenade | ||||||
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. |
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 Special issue bolt pistol | ||||||
0 Special issue bolt pistol | 12" | Pistol 1 | 4 | -2 | 1 | - |
0 Stalker bolt rifle | ||||||
0 Stalker bolt rifle | 36" | Heavy 1 | 4 | -2 | 2 | - |
1 Stalker pattern boltgun | ||||||
1 Stalker pattern boltgun | 30" | Heavy 2 | 4 | -1 | 1 | - |
4..8 Storm bolter | ||||||
4..8 Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
0 Vigil spear (ranged) | ||||||
0 Vigil spear (ranged) | 24" | Rapid Fire 1 | 4 | -1 | 2 | - |
2 Wrist-mounted grenade launcher | ||||||
2 Wrist-mounted grenade launcher | 12" | Assault D3 | 4 | -1 | 1 | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
0 Astartes chainsword | ||||||
0 Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
0 Barbarisater | ||||||
0 Barbarisater | Melee | Melee | User | -3 | D3 | Add 1 to hit rolls for attacks made with this weapon |
Add 1 to hit rolls for attacks made with this weapon | ||||||
0 Boltstorm gauntlet (melee) | ||||||
0 Boltstorm gauntlet (melee) | Melee | Melee | x2 | -3 | 2 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
6..13 Chainfist | ||||||
6..13 Chainfist | Melee | Melee | x2 | -4 | D3 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
0 Combat knife | ||||||
0 Combat knife | Melee | Melee | User | 0 | 1 | Each time the bearer fights, it can make 1 additional attack with this weapon. |
Each time the bearer fights, it can make 1 additional attack with this weapon. | ||||||
0 Crozius arcanum | ||||||
0 Crozius arcanum | Melee | Melee | +2 | -1 | 2 | - |
0 Executioner relic blade | ||||||
0 Executioner relic blade | Melee | Melee | +3 | -3 | 2 | Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. |
Each unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. | ||||||
2 Force axe | ||||||
2 Force axe | Melee | Melee | +2 | -2 | 2 | - |
0 Force stave | ||||||
0 Force stave | Melee | Melee | +3 | -1 | D3 | - |
0 Force sword | ||||||
0 Force sword | Melee | Melee | +1 | -3 | D3 | - |
5 Heavy thunder hammer | ||||||
5 Heavy thunder hammer | Melee | Melee | x2 | -3 | 4 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
Lightning claw | ||||||
Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. When making an attack with this weapon, you can re-roll the wound roll. | ||||||
0 Master-crafted power sword | ||||||
0 Master-crafted power sword | Melee | Melee | +1 | -3 | 2 | - |
Monomolecular rapier | ||||||
Monomolecular rapier | Melee | Melee | User | -4 | 1 | - |
0 Paired combat blades | ||||||
0 Paired combat blades | Melee | Melee | User | -1 | 1 | - |
2 Power axe | ||||||
2 Power axe | Melee | Melee | +2 | -2 | 1 | - |
4..12 Power fist | ||||||
4..12 Power fist | Melee | Melee | x2 | -3 | 2 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
0..1 Power maul | ||||||
0..1 Power maul | Melee | Melee | +3 | -1 | 1 | - |
0..2 Power sword | ||||||
0..2 Power sword | Melee | Melee | +1 | -3 | 1 | - |
3..14 Relic blade | ||||||
3..14 Relic blade | Melee | Melee | +3 | -3 | 2 | - |
0 Runestaff | ||||||
0 Runestaff | Melee | Melee | +3 | -1 | D3 | - |
8..18 Thunder hammer | ||||||
8..18 Thunder hammer | Melee | Melee | x2 | -2 | 3 | When attacking with this weapon, subtract 1 from the hit roll. |
When attacking with this weapon, subtract 1 from the hit roll. | ||||||
0 Vigil spear (melee) | ||||||
0 Vigil spear (melee) | Melee | Melee | +1 | -3 | D3 | - |
3 Xenophase blade | ||||||
3 Xenophase blade | Melee | Melee | +1 | -4 | 1 | When attacking with this weapon, an invulnerable save cannot be used. |
When attacking with this weapon, an invulnerable save cannot be used. |
OTHER WARGEAR | 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 rolls or injury rolls due to their target being obscured. | |||||||
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 rolls 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. | |||||||
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 Camo Cloak | |||||||
When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. | |||||||
1 Camo Cloak | When an opponent makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier. | ||||||
5 Combat shield | |||||||
Add 1 to saving throws made for a model armed with a combat shield (excluding invulnerable saves). In addition, it has a 5+ invulnerable save. | |||||||
5 Combat shield | Add 1 to saving throws made for a model armed with a combat shield (excluding invulnerable saves). In addition, it has a 5+ invulnerable save. | ||||||
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 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 | |||||||
This model 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. | |||||||
1 Grav-chute | This model 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. | ||||||
5 Haywire Mine | |||||||
In your turn in the Movement phase, a model from your kill team with a haywire mine that has not been primed can prime it. If they do, at any point during that models move, place the Primed Haywire Mine within 1" of it, and more than 3" away from any enemy models. If an enemy model moves within 2" of that Primed Haywire Mine, roll one D6; on a 4+ each model within 2" of the Primed Haywire Mine suffer 1 mortal wound. That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes. | |||||||
5 Haywire Mine | In your turn in the Movement phase, a model from your kill team with a haywire mine that has not been primed can prime it. If they do, at any point during that models move, place the Primed Haywire Mine within 1" of it, and more than 3" away from any enemy models. If an enemy model moves within 2" of that Primed Haywire Mine, roll one D6; on a 4+ each model within 2" of the Primed Haywire Mine suffer 1 mortal wound. That Primed Haywire Mine is then removed from play. The Primed Haywire Mine is represented by the Primed Haywire Mine model, but does not count as a model for any rules purposes. | ||||||
5 Infiltrator Comms Array | |||||||
Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator comms array. | |||||||
5 Infiltrator Comms Array | Add 1 to the Leadership characteristic of models within 6" of any friendly models equipped with an Infiltrator comms array. | ||||||
0 Relic Shield | |||||||
If this model is armed with a relic shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, each time it would lose a wound as the result of a mortal wound, roll one D6; on a 4+ that wound is not lost. | |||||||
0 Relic Shield | If this model is armed with a relic shield, add 1 to saving throws made for it (excluding invulnerable saves). In addition, each time it would lose a wound as the result of a mortal wound, roll one D6; on a 4+ that wound is not lost. |
|
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.
|
The DEATHWATCH keyword is used in following Deathwatch datasheets:
The ADEPTUS ASTARTES keyword is used in following Adeptus Astartes datasheets:
|
|
|
|
|
|
The TERMINATOR keyword is used in following Deathwatch datasheets:
|
|
The CAPTAIN keyword is used in following Deathwatch datasheets:
|
|
The CHAPLAIN keyword is used in following Deathwatch datasheets:
|
|
The CHAPLAIN keyword is used in following Deathwatch datasheets:
|
The WATCH MASTER keyword is used in following Deathwatch datasheets:
|
|
The COMMANDER keyword is used in following Deathwatch datasheets:
|
The WATCH MASTER keyword is used in following Deathwatch datasheets:
|
|
The ADEPTUS ASTARTES and PHOBOS keywords are used in following Adeptus Astartes datasheets:
|
Hand flamer used in following datasheets:
Heavy bolt pistol used in following datasheets:
Plasma pistol used in following datasheets:
|
Astartes chainsword used in following datasheets:
|
Power fist used in following datasheets:
|
Power sword used in following datasheets:
Thunder hammer used in following datasheets:
|
Frag grenade used in following datasheets:
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:
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.
|
|
|
|
The DEATHWATCH keyword is used in following Deathwatch datasheets:
The IMPERIUM keyword is used in following Deathwatch datasheets:
The ADEPTUS ASTARTES keyword is used in following Deathwatch datasheets:
The INFANTRY keyword is used in following Deathwatch datasheets:
The PRIMARIS keyword is used in following Deathwatch datasheets:
Neo-volkite pistol used in following datasheets:
|
Master-crafted power sword used in following datasheets:
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.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.
|
|
|
|
Bolt pistol used in following datasheets:
Boltgun used in following datasheets:
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.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.