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

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: Pariah Nexus
  Kill Team: Pariah NexusExpansion81.0April 2021
  Kill Team Annual 2019
  Kill Team Annual 2019Expansion81.0December 2019
  Kill Team: Inquisitor Eisenhorn
  Kill Team: Inquisitor EisenhornWhite Dwarf81.0July 2019

Deathwatch Kill Teams

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


Aquila Kill Team

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

Mission Tactics

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

Special Issue Ammunition

When this model fires an absolvor bolt pistol, auto bolt rifle, bolt carbine, bolt pistol, bolt rifle, boltgun, combi-flamer (boltgun profile only), combi-melta (boltgun profile only), combi-plasma (boltgun profile only), heavy bolt pistol, stalker bolt rifle, stalker pattern boltgun, storm bolter, vigil spear or a master-crafted version of the aforementioned weapons, you can choose one kind of ammunition from the table below, and apply the corresponding modifier.

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

Tactics

HELLFIRE SHELL
Deathwatch Tactic
Use this Tactic when you choose a model in your kill team to shoot with a heavy bolter, or the heavy bolter profile of an infernus heavy bolter. You can only make a single hit roll with the weapon this phase (subtracting 1 as normal if also firing an infernus heavy bolter’s heavy flamer), however, if it hits, the target suffers D3 mortal wounds instead of the normal damage.
1 COMMAND POINT
DECAPITATION DOCTRINE
Deathwatch Tactic
Use this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight phase. Until the end of the phase, re-roll failed wound rolls for that model that target an enemy Leader.
1 COMMAND POINT
ONLY IN DEATH DOES DUTY END
Deathwatch Tactic
Use this Tactic when a model from your kill team is taken out of action; that model summons the strength for one final attack, and can immediately either shoot as if it were your turn in the Shooting phase, or fight as if it were your turn in the Fight phase.
2 COMMAND POINTS
RIVAL CHAPTERS
Deathwatch Tactic
Use this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight phase, whilst there is another model from your kill team within 2" of it. Until the end of the phase, re-roll hit rolls of 1 for both models.
1 COMMAND POINT
TACTICAL PRIORITY
Deathwatch Tactic
Use this Tactic at the start of any battle round after the first. When you do, choose a datasheet. That datasheet is now your kill team’s priority target as described in Mission Tactics, rather than the datasheet you chose previously.
1 COMMAND POINT
TELEPORT STRIKE
Deathwatch Tactic
Use this Tactic at the end of the Movement phase. Choose up to three TERMINATOR models from your kill team that were set up in Reserve, and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
THE BEHEADING
Deathwatch Tactic
Use this Tactic at the start of the Fight phase. Until the end of the phase, you may re-roll hit rolls for any attacks that target an enemy Leader.
2 COMMAND POINTS
TACTICAL DISENGAGEMENT
Deathwatch Tactic
Use this Tactic in the Movement phase when a model in your kill team Retreats. That model may Retreat up to 6", rather than up to 3", and may fire its weapons in the Shooting phase of this battle round, even though it Retreated.
1 COMMAND POINT
DEATH TO THE ALIEN!
Deathwatch Tactic
Use this Tactic when you choose a model in your kill team to fight in the Fight phase. Each time you make a hit roll of 5+ for that model during this phase, that model can, if it was targeting a model that does not have the IMPERIUM, CHAOS or UNALIGNED keyword, immediately make an additional attack against the same model using the same weapon. These extra attacks cannot themselves generate any further attacks.
1 COMMAND POINT
TRUST IN YOUR ARMOUR
Deathwatch Tactic
Death World Forest Tactic
Use this Tactic at the beginning of the Movement phase. Until the end of the phase, models from your kill team treat Barbed Venomgorse as open ground, and can move through it as if it were not there (though each model must end its move on a surface it can stand on).
1 COMMAND POINT
ARMOUR OF CONTEMPT
Deathwatch Tactic
Use this Tactic when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound and each other mortal wound inflicted on this model for the rest of the phase; on a 5+ that mortal wound is ignored and has no effect.
1 COMMAND POINT
UNRELENTING
Deathwatch Tactic
Use this Tactic in the Shooting phase when you choose a model from your kill team to shoot. When rolling to hit for this model’s shooting attacks, it is considered not to have moved in the previous Movement phase.
1 COMMAND POINT
PRIORITY EXECUTION
Deathwatch Tactic
Use this Tactic when you choose a model in your kill team to fight in the Fight phase. Add 1 to all wound rolls for that model until the end of the phase.
1 COMMAND POINT

Aura Tactics

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

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

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

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

As long as this model is not shaken, you can re-roll failed hit rolls for friendly models within 6" of this model.
2 COMMAND POINTS
VIGILANCE INCARNATE
Deathwatch Aura Tactic
Use this Tactic at the start of the battle round if your kill team includes a COMMANDER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, roll a D6 whenever a model from your kill team within 3" of this model loses a wound. On a 6, that wound is not lost. If a model already has an ability with a similar effect (such as Armour of Contempt against mortal wounds), you can choose which effect applies, and re-roll 1s when making these rolls.
1 COMMAND POINT
STEEL YOUR MINDS
Deathwatch Tactic
Watch Master Aura Tactic
Use this Tactic at the start of the Movement phase if your kill team includes a WATCH MASTER. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, all friendly models within 6" of this model ignore the penalty to their hit rolls from all flesh wounds they have suffered.
1 COMMAND POINT

Psychic Powers


Librarius Discipline

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

D3PSYCHIC POWER
1

VEIL OF TIME

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

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

2

MIGHT OF HEROES

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

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

3

NULL ZONE

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

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


Obscuration Discipline

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

D3PSYCHIC POWER
1

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.


Datasheets


Assault Intercessor

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  
This model is armed with an astartes chainsword, heavy bolt pistol, frag grenades and krak grenades.
One Intercessor in your kill team can be an Assault Intercessor Sergeant.
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


Bladeguard Veteran

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  
This model is armed with a heavy bolt pistol, master-crafted power sword, frag grenades, krak grenades and a storm shield.
One Bladeguard Veteran in your kill team can be a Bladeguard Veteran Sergeant.
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


Company 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  
This model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
One Company Veteran in your kill team can be a Veteran Gunner, and one Company Veteran in your kill team can be a Veteran Sergeant.
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


Deathwatch 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  
This model is armed with a boltgun, power sword, frag grenades and krak grenades.
One Deathwatch Veteran in your kill team can be a Black Shield, up to four Deathwatch Veterans in your kill team can be Deathwatch Veteran Gunners, and one Deathwatch Veteran in your kill team can be a Watch Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Boltgun
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


Eliminator

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  
This model is armed with a bolt sniper rifle, bolt pistol, frag grenades and krak grenades, and has a camo cloak.
One Eliminator in your kill team can be an Eliminator Sergeant.
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


Heavy Intercessor

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  
This model is armed with a heavy bolt rifle, bolt pistol, frag grenades and krak grenades.
Up to two Heavy Intercessors in your kill team can be Heavy Intercessor Gunners, and one Heavy Intercessor in your kill team can be a Heavy Intercessor Sergeant.
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


Incursor

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  
This model is armed with an occulus bolt carbine, bolt pistol, paired combat blades, frag grenades and krak grenades.
One Incursor in your kill team can be an Incursor Sergeant.
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


Infiltrator

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  
This model is armed with a marksman bolt carbine, bolt pistol, frag grenades and krak grenades.
One Infiltrator in your kill team can be an Infiltrator Helix Adept, and one Infiltrator in your kill team can be an Infiltrator Sergeant.
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


Intercessor

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  
This model is armed with a bolt rifle, bolt pistol, frag grenades and krak grenades.
Up to two Intercessors in your kill team can be Intercessor Gunners, and one Intercessor in your kill team can be an Intercessor Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
2
Bolt pistol
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


Reiver

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  
This model is armed with a special issue bolt pistol, combat knife, frag grenades, krak grenades and shock grenades.
One Reiver in your kill team can be a Reiver Sergeant.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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


Suppressor

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  
This model is armed with an accelerator autocannon, bolt pistol, frag grenades and krak grenades.
One Suppressor in your kill team can be a Suppressor Sergeant.
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


Terminator

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  
This model is armed with a power fist and storm bolter.
Up to two Terminators in your kill team can be Terminator Gunners, and one Terminator in your kill team can be a Terminator Sergeant. A Terminator Sergeant is armed with a power sword and storm bolter.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
5
Assault cannon
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


Vanguard Veteran

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  
This model is armed with an astartes chainsword, bolt pistol, frag grenades and krak grenades.
One Vanguard Veteran in your kill team can be a Vanguard Sergeant.
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


Commanders


Janus Draik

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  
This model is armed with an heirloom pistol, a monomolecular rapier, and an archeotech grenade.
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


Neyam Shai Murad

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  
This model is armed with two negotiator pistols.
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


Captain in Gravis Armour

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  
This model is armed with a boltstorm gauntlet, master-crafted power sword.
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


Captain in Phobos Armour

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  
This model is armed with a master-crafted instigator bolt carbine, bolt pistol, combat knife, frag grenades and krak grenades, and has a camo cloak.
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


Captain in Terminator Armour

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  
This model is armed with a power sword and storm bolter.
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


Captain with Master-crafted Heavy Bolt Rifle

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  
This model is armed with a master-crafted heavy bolt rifle, master-crafted power sword, frag grenades and krak grenades.
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


Chaplain in Terminator Armour

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  
This model is armed with a crozius arcanum and storm bolter.
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


Judiciar

NAME  M WS BS S T W A Ld Sv Max  
Judiciar
Judiciar 6" 2+ 3+ 4 4 5 4 9 3+ 1  
This model is armed with an absolvor bolt pistol, executioner relic blade, frag grenades and krak grenades.
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


Librarian in Phobos Armour

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  
This model is armed with a force sword, bolt pistol, frag grenades and krak grenades, and has a camo cloak.
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


Librarian in Terminator Armour

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  
This model is armed with a force stave.
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


Lieutenant in Phobos Armour

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  
This model is armed with a master-crafted occulus bolt carbine, bolt pistol, paired combat blades, frag grenades, krak grenades and a grav-chute.
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


Lieutenant in Reiver Armour

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  
This model is armed with a master-crafted special issue bolt pistol, combat knife, frag grenades, krak grenades.
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


Primaris Captain

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  
This model is armed with a master-crafted auto bolt rifle, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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


Primaris Chaplain

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  
This model is armed with a crozius arcanum, absolvor bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Absolvor bolt pistol
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


Primaris Librarian

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  
This model is armed with a force sword, bolt pistol, frag grenades and krak grenades.
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


Primaris Lieutenant

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  
This model is armed with a master-crafted auto bolt rifle, bolt pistol, frag grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
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


Watch Master

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  
This model is armed with a vigil spear, frag grenades and krak grenades.
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


Inquisitor Eisenhorn

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  
This model is armed with an artificer bolt pistol, Barbarisater and a runestaff.
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

Upgrades

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

PISTOLS

 • Bolt pistol

 • Grav-pistol

 • Hand flamer

 • Inferno pistol

 • Plasma pistol

MELEE WEAPONS

 • Astartes chainsword

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Relic blade1

 • Thunder hammer

1 Vanguard Sergeant only

COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

SPECIAL WEAPONS

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

HEAVY WEAPONS

 • Grav-cannon and grav-amp

 • Heavy bolter

 • Lascannon

 • Missile launcher

 • Multi-melta

 • Plasma cannon

TERMINATOR WEAPONS

 • Chainfist

 • Lightning claw

 • Power axe

 • Power fist

 • Power maul

 • Power sword

 • Thunder hammer


Wargear

Ranged Weapons

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
-

Melee Weapons

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

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.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.

You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Special Issue Ammunition
When this model fires an absolvor bolt pistol, auto bolt rifle, bolt carbine, bolt pistol, bolt rifle, boltgun, combi-flamer (boltgun profile only), combi-melta (boltgun profile only), combi-plasma (boltgun profile only), heavy bolt pistol, stalker bolt rifle, stalker pattern boltgun, storm bolter, vigil spear or a master-crafted version of the aforementioned weapons, you can choose one kind of ammunition from the table below, and apply the corresponding modifier.

SPECIAL ISSUE AMMUNITION
AMMUNITIONMODIFIER
Dragonfire boltAdd 1 to hit rolls for this weapon when targeting a model that is obscured.
Hellfire roundThis weapon always wounds on a 2+.
Kraken boltAdd 3" to the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 1 (e.g. an AP of 0 becomes -1), to a maximum AP of -2.
Vengeance roundSubtract 3" from the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 2 (e.g. an AP of 0 becomes -2), to a maximum AP of -3.
Mission Tactics
At the beginning of the first battle round, choose a datasheet to be your kill team’s priority target (e.g. Tyranid Warrior). You can re-roll wound rolls of 1 for attacks made by models in your kill team that target a model from the datasheet that is your kill team’s priority target (so if you chose Tyranid Warrior, this ability would apply to attacks that targeted Tyranid Warriors and Tyranid Warrior Gunners).
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Special Issue Ammunition
When this model fires an absolvor bolt pistol, auto bolt rifle, bolt carbine, bolt pistol, bolt rifle, boltgun, combi-flamer (boltgun profile only), combi-melta (boltgun profile only), combi-plasma (boltgun profile only), heavy bolt pistol, stalker bolt rifle, stalker pattern boltgun, storm bolter, vigil spear or a master-crafted version of the aforementioned weapons, you can choose one kind of ammunition from the table below, and apply the corresponding modifier.

SPECIAL ISSUE AMMUNITION
AMMUNITIONMODIFIER
Dragonfire boltAdd 1 to hit rolls for this weapon when targeting a model that is obscured.
Hellfire roundThis weapon always wounds on a 2+.
Kraken boltAdd 3" to the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 1 (e.g. an AP of 0 becomes -1), to a maximum AP of -2.
Vengeance roundSubtract 3" from the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 2 (e.g. an AP of 0 becomes -2), to a maximum AP of -3.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

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


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Mission Tactics
At the beginning of the first battle round, choose a datasheet to be your kill team’s priority target (e.g. Tyranid Warrior). You can re-roll wound rolls of 1 for attacks made by models in your kill team that target a model from the datasheet that is your kill team’s priority target (so if you chose Tyranid Warrior, this ability would apply to attacks that targeted Tyranid Warriors and Tyranid Warrior Gunners).

The TERMINATOR keyword is used in following Deathwatch datasheets:

Datasheet
Commander
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The CAPTAIN keyword is used in following Deathwatch datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The CHAPLAIN keyword is used in following Deathwatch datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The CHAPLAIN keyword is used in following Deathwatch datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

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

The WATCH MASTER keyword is used in following Deathwatch datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
ARMOUR OF CONTEMPT
Deathwatch Tactic
Use this Tactic when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound and each other mortal wound inflicted on this model for the rest of the phase; on a 5+ that mortal wound is ignored and has no effect.
1 COMMAND POINT

The WATCH MASTER keyword is used in following Deathwatch datasheets:

Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.

The ADEPTUS ASTARTES and PHOBOS keywords are used in following Adeptus Astartes datasheets:

Datasheet
• Reiver
Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Does not include wargear
Does not include wargear

Hand flamer used in following datasheets:

Datasheets

Heavy bolt pistol used in following datasheets:

Datasheets
Commanders

Plasma pistol used in following datasheets:

Datasheets
Commanders
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

Astartes chainsword used in following datasheets:

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

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

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

Power fist used in following datasheets:

Datasheets
Commanders
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

Power sword used in following datasheets:

Datasheets
Commanders

Thunder hammer used in following datasheets:

Datasheets
Commanders
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
GRENADE

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

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

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Special Issue Ammunition
When this model fires an absolvor bolt pistol, auto bolt rifle, bolt carbine, bolt pistol, bolt rifle, boltgun, combi-flamer (boltgun profile only), combi-melta (boltgun profile only), combi-plasma (boltgun profile only), heavy bolt pistol, stalker bolt rifle, stalker pattern boltgun, storm bolter, vigil spear or a master-crafted version of the aforementioned weapons, you can choose one kind of ammunition from the table below, and apply the corresponding modifier.

SPECIAL ISSUE AMMUNITION
AMMUNITIONMODIFIER
Dragonfire boltAdd 1 to hit rolls for this weapon when targeting a model that is obscured.
Hellfire roundThis weapon always wounds on a 2+.
Kraken boltAdd 3" to the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 1 (e.g. an AP of 0 becomes -1), to a maximum AP of -2.
Vengeance roundSubtract 3" from the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 2 (e.g. an AP of 0 becomes -2), to a maximum AP of -3.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Does not include wargear
Does not include wargear

Neo-volkite pistol used in following datasheets:

Datasheets
Commanders
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

Master-crafted power sword used in following datasheets:

Datasheets
Commanders
GRENADE

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

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

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Special Issue Ammunition
When this model fires an absolvor bolt pistol, auto bolt rifle, bolt carbine, bolt pistol, bolt rifle, boltgun, combi-flamer (boltgun profile only), combi-melta (boltgun profile only), combi-plasma (boltgun profile only), heavy bolt pistol, stalker bolt rifle, stalker pattern boltgun, storm bolter, vigil spear or a master-crafted version of the aforementioned weapons, you can choose one kind of ammunition from the table below, and apply the corresponding modifier.

SPECIAL ISSUE AMMUNITION
AMMUNITIONMODIFIER
Dragonfire boltAdd 1 to hit rolls for this weapon when targeting a model that is obscured.
Hellfire roundThis weapon always wounds on a 2+.
Kraken boltAdd 3" to the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 1 (e.g. an AP of 0 becomes -1), to a maximum AP of -2.
Vengeance roundSubtract 3" from the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 2 (e.g. an AP of 0 becomes -2), to a maximum AP of -3.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

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

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Does not include wargear
Does not include wargear
Does not include wargear

Boltgun used in following datasheets:

Datasheets
RAPID FIRE

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

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

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

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