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Armed with the most advanced weapons and technology at the Imperium’s disposal, the Deathwatch is Humanity’s shield against the xenos horrors that threaten to overrun it on all fronts.

This section contains all of the datasheets that you will need in order to fight battles with your Deathwatch miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Deathwatch units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 1Index81.2April 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018
  DeathwatchCodex81.2November 2018
  Chapter Approved 2018 EditionExpansion81.0December 2018

FAQ

Codex: Deathwatch

 Q: How do Dragonfire bolts behave when shooting units that aren’t in cover, but have a rule that means they have ‘the benefit of cover’ (e.g. Jormungandr units with the Tunnel Networks ability)? Would you still add 1 to the hit rolls for Dragonfire bolts?
 A
No. You add 1 to the hit rolls against units that are in cover (i.e. entirely on or within a terrain feature). Units receiving the benefit of cover while not being in cover do not count.
 Q: How does the xenophase blade interact with invulnerable saves that don’t allow saves to be re-rolled (e.g. from an Archon’s Shadowfield ability, or the Chaos Daemons’ Warp Surge Stratagem)?
 A
In such cases, the successful invulnerable saves must be re-rolled. The intent of the wording of Shadowfield and Warp Surge is to prevent a re-roll of an unsuccessful save, not to prevent an obligatory re-roll of a successful one.
 Q: If I use the Castellan of the Black Vault Warlord Trait on a weapon with multiple profiles, like a combi-weapon or guardian spear, does the additional damage apply to all of that weapon’s profiles?
 A
Yes.
 Q: Can a Watch Captain replace his chainsword and master-crafted boltgun with a storm bolter and another chainsword, and then replace his ‘new’ chainsword with a relic blade?
 A
No.

Abilities

The following abilities are common to several DEATHWATCH units:

And They Shall Know No Fear

Blessed with an adamantine will and an unshakeable faith in their cause, the Space Marines of the Adeptus Astartes stand unafraid before the terrors of the galaxy.

You can re-roll failed Morale tests for this unit.

Combat Squads

When faced with an array of missions to complete and enemies to lay low, the Deathwatch are adept at splitting their Kill Teams into smaller forces, trained in working together at a distance to more easily butcher their xenos foes.

Before deployment at the start of the game, a unit with this ability containing 10 models may be split into two units, each containing 5 models. Units of Aggressors, Bikers or Inceptors containing 6 models can also be split into two units, each containing 3 models.

Special Issue Ammunition

The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From hollow shells filled with superheated gas to rounds which douse their targets in acid, each type is designed to eliminate specific xenos foes.

When this unit fires any ranged weapons from the following list, you can choose for it to fire special ammunition. If you do so, choose one kind of ammunition from the table and apply the corresponding modifier.

 • Absolvor bolt pistol
 • Auto bolt rifle
 • Bolt carbine
 • Bolt pistol
 • Bolt rifle
 • Boltgun
 • Combi-flamer (boltgun profile only)
 • Combi-grav (boltgun profile only)
 • Combi-melta (boltgun profile only)
 • Combi-plasma (boltgun profile only)
 • Guardian spear (shooting)
 • Heavy bolt pistol
 • Hellfire Extremis (boltgun profile only)
 • Master-crafted auto bolt rifle
 • Master-crafted boltgun
 • Master-crafted stalker bolt rifle
 • Stalker bolt rifle
 • Stalker pattern boltgun
 • Storm bolter
 • Twin boltgun


AMMUNITIONMODIFIER
Dragonfire boltAdd 1 to the hit rolls for this weapon when targeting a unit that is in cover
Hellfire roundThis weapon always wounds on a 2+ (except against VEHICLES and TITANIC units). 
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. 

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include DEATHWATCH Detachments – that is, any Detachment which includes only DEATHWATCH units.


Abilities

If your army is Battle-forged, Troops units in DEATHWATCH Detachments gain the Defenders of Humanity ability. In addition, INFANTRY , BIKER and DREADNOUGHT units in Deathwatch Detachments gain the Mission Tactics ability.

Defenders of Humanity

The warriors of the Adeptus Astartes are sworn to defend the Imperium of Mankind. While a single Space Marine still stands, the light of Humanity will never fade.

A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Mission Tactics

Thousands of years of collated strategic data and hard-won combat experience have provided the Deathwatch with the ultimate battlefield tactics to combat almost any foe.

Units with this ability gain a bonus during the battle depending on which Mission Tactics they are currently employing. Before the battle, pick one of the following Mission Tactics. The tactic you choose will remain active for the entire battle, though it may be possible to change tactics during the course of the battle (by using the Adaptive Tactics Stratagem, for example). As long as a tactic is active, it affects all units in your army that have the Mission Tactics ability.

MISSION TACTICEFFECT
Furor TacticsWhen attacking an enemy unit with the Troops Battlefield Role, you can re-roll wound rolls of 1. 
Venator TacticsWhen attacking an enemy unit with the Fast Attack Battlefield Role, you can re-roll wound rolls of 1. 
Dominatus TacticsWhen attacking an enemy unit with the Elites Battlefield Role, you can re-roll wound rolls of 1. 
Malleus TacticsWhen attacking an enemy unit with the Heavy Support or Lord of War Battlefield Role, you can re-roll wound rolls of 1. 
Purgatus TacticsWhen attacking an enemy unit with the HQ Battlefield Role, you can re-roll wound rolls of 1. 
Raptoris TacticsWhen attacking an enemy unit with the Flyers Battlefield Role, you can re-roll wound rolls of 1. 

Stratagems

If your army is Battle-forged and includes any Deathwatch Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the Deathwatch on the battlefield.

1CP

ARMOUR OF CONTEMPT

Deathwatch Stratagem

Use this Stratagem when a DEATHWATCH VEHICLE from your army 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.

2CP

AUSPEX SCAN

Deathwatch Stratagem

Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12" of one of your DEATHWATCH INFANTRY units. Your unit can immediately shoot at that enemy unit as if it were your Shooting phase, but you must subtract 1 from all hit rolls made for this attack.

1CP/3CP

ARMOURY OF THE WATCH FORTRESSES

Deathwatch Stratagem

Use this Stratagem before the battle. Your army can have one extra Relic of the Vigilant for 1 CP, or two extra Relics of the Vigilant for 3 CPs. All of the Relics of the Vigilant that you include must be different and be given to different DEATHWATCH CHARACTERS. You can only use this Stratagem once per battle.

1CP

HELLFIRE SHELLS

Deathwatch Stratagem

Use this Stratagem just before a DEATHWATCH INFANTRY model from your army attacks with a heavy bolter or the heavy bolter profile of an infernus heavy bolter. You 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.

3CP

ORBITAL BOMBARDMENT

Deathwatch Stratagem

This Stratagem can be used once per battle, in your Shooting phase, if you have a DEATHWATCH Warlord that did not move during your preceding Movement phase. Instead of shooting with their weapons, select a point on the battlefield visible to the Warlord and roll a D6 for every unit within D6" of that point, but subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+, the unit being rolled for suffers D3 mortal wounds.

1CP

EMPYRIC CHANNELLING

Deathwatch Stratagem

You can use this Stratagem at the start of your Psychic phase if a DEATHWATCH PSYKER from your army is within 6" of at least 2 other friendly DEATHWATCH PSYKERS. The psyker can immediately attempt to manifest one additional psychic power this turn and, when attempting to manifest this power, you can add 2 to the Psychic test.

1-3CP

TELEPORTARIUM

Deathwatch Stratagem

Use this Stratagem during deployment. For each CP spent on this Stratagem you can set up either one DEATHWATCH INFANTRY unit or one DEATHWATCH DREADNOUGHT in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases, any units in a teleportarium chamber can teleport into battle – set them up anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once.

1CP

DEATH TO THE ALIEN!

Deathwatch Stratagem

Use this Stratagem when a DEATHWATCH unit from your army is chosen to attack in any Fight phase. Each time you roll a hit roll of 6+ for a model in this unit during this phase, it can, if it was targeting a unit that does not have the IMPERIUM, CHAOS or UNALIGNED keyword, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

2CP

ONLY IN DEATH DOES DUTY END

Deathwatch Stratagem

Use this Stratagem when a DEATHWATCH CHARACTER from your army is slain; that model summons the strength for one final attack, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase.

3CP

HONOUR YOUR BROTHERS

Deathwatch Stratagem

Use this Stratagem at the end of any Fight phase. Select a DEATHWATCH INFANTRY or DEATHWATCH BIKER unit from your army – that unit can immediately fight for a second time.

1CP

WISDOM OF THE ANCIENTS

Deathwatch Stratagem

Use this Stratagem at the start of any phase. Select a DEATHWATCH DREADNOUGHT from your army. Until the end of the phase, you can re-roll all hit rolls of 1 for DEATHWATCH units within 6" of that Dreadnought.

1CP

FLAKK MISSILE

Deathwatch Stratagem

You can use this Stratagem just before a DEATHWATCH INFANTRY model from your army attacks a unit that can FLY with a missile launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.

2CP

ADAPTIVE TACTICS

Deathwatch Stratagem

Use this Stratagem at the start of any of your turns after the first to change the current Mission Tactic for another one. If your Warlord is a Watch Master, you can use this Stratagem for 1 CP instead.

2CP

STEM THE GREEN TIDE

Deathwatch Stratagem

Use this Stratagem immediately before firing Overwatch with a DEATHWATCH unit from your army against a charging ORK unit. Your opponent must subtract 1 from their charge distance for each model in the charging unit that was slain by your unit’s Overwatch fire.

1CP

TARGETING SCRAMBLERS

Deathwatch Stratagem

Use this Stratagem after an enemy T’AU EMPIRE unit that is equipped with one or more markerlights has resolved all attacks in the Shooting phase. Select one DEATHWATCH unit from your army and immediately remove all markerlight counters from that unit.

2CP

INTERCEPTING VOLLEY

Deathwatch Stratagem

Use this Stratagem immediately after your opponent moves an enemy AELDARI unit that can FLY in their Movement phase. Pick a DEATHWATCH unit from your army within 12" of it – that unit can immediately shoot at the enemy unit as if it were your Shooting phase, but you must subtract 1 from all the resulting hit rolls.

2CP

SYNAPTIC SEVERANCE

Deathwatch Stratagem

Use this Stratagem immediately before choosing targets for a DEATHWATCH unit from your army in your Shooting phase. That unit can target SYNAPSE CHARACTERS this turn, even if they are not the closest enemy units.

1CP

OVERKILL

Deathwatch Stratagem

Use this Stratagem at the beginning of your opponent’s turn, before they use the Reanimation Protocols ability of a NECRON unit that is within 12" of a DEATHWATCH unit from your army. Your opponent subtracts 1 from any Reanimation Protocols rolls they make for that unit this turn.

2CP

FUROR DOCTRINE

Deathwatch Stratagem

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Troops Battlefield Role. Add 1 to their wound rolls for that attack.

2CP

VENATOR DOCTRINE

Deathwatch Stratagem

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Fast Attack Battlefield Role. Add 1 to their wound rolls for that attack.

2CP

DOMINATUS DOCTRINE

Deathwatch Stratagem

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Elites Battlefield Role. Add 1 to their wound rolls for that attack.

2CP

MALLEUS DOCTRINE

Deathwatch Stratagem

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Heavy Support or Lord of War Battlefield Role. Add 1 to their wound rolls for that attack.

2CP

PURGATUS DOCTRINE

Deathwatch Stratagem

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the HQ Battlefield Role. Add 1 to their wound rolls for that attack.

2CP

RAPTORIS DOCTRINE

Deathwatch Stratagem

Use this Stratagem just before a DEATHWATCH unit from your army attacks an enemy unit with the Flyer Battlefield Role. Add 1 to their wound rolls for that attack.

1CP

OPTIMISED SALVO

Deathwatch Stratagem

Use this Stratagem in your Shooting phase immediately before choosing targets for a DEATHWATCH unit from your army with the Special Issue Ammunition ability. Different models in that unit can use different kinds of ammunition for that attack; select which models will fire which type of ammunition before any hit rolls are made.

1CP

CLAVIS

Deathwatch Stratagem

Use this Stratagem in your Fight phase. Select an enemy VEHICLE within 1" of a Watch Master from your army and roll a D6; on a 2+, the vehicle suffers D3 mortal wounds.

2CP

DECAPITATION DOCTRINE

Deathwatch Stratagem

Use this Stratagem before a DEATHWATCH unit from your army attacks in the Shooting or Fight phase. Until the end of the phase, re-roll failed wound rolls for attacks made by that unit that target the enemy Warlord.

1CP

TACTICAL FLEXIBILITY

Deathwatch Stratagem

Use this Stratagem at the start of your Movement phase. Select a DEATHWATCH unit from your army with the Combat Squads ability that has 10 models. That unit is immediately split into two separate units, each containing 5 models. You can instead select a unit of DEATHWATCH Aggressors, Bikers or Inceptors with the Combat Squads ability that has 6 models, in which case the unit is immediately split into two separate units, each containing 3 models.

1CP

TEMPEST SHELLS

Deathwatch Stratagem

Use this Stratagem just before a DEATHWATCH INFANTRY model from your army attacks a VEHICLE with a weapon that can fire Special Issue Ammunition. You only make a single hit roll with the weapon this phase; however, if it hits, the target suffers D3 mortal wounds.


Librarius Discipline

Just as their battle-brothers are chosen for their instinctive alien-hunting skills, the Librarians of the Deathwatch are hand-picked for their indomitable resolve and psychic might, the better to challenge alien witchcraft on equal terms. It is their solemn duty to smite their enemies whilst sheltering the minds and bodies of their fellow watchmen from fell sorcery.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Librarius discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC 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 6. If manifested, pick an ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.

2

MIGHT OF HEROES

The psyker cages the immense power of the immaterium within his physical form and becomes the Emperor’s vengeance made manifest.

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

3

PSYCHIC SCOURGE

The psyker pits his superhuman willpower against that of his enemies in a battle of mental fortitude, seeking to destroy their minds in a burst of psychic fury.

Psychic Scourge has a warp charge value of 6. If manifested, select a visible enemy unit within 18". Then, roll a D6 and add the psyker’s Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker’s total score is greater than the enemy’s, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy’s score, the enemy unit suffers one mortal wound; if it is less than the enemy’s score, nothing happens.

4

FURY OF THE ANCIENTS

Calling upon the myths and legends of his Chapter’s home world, the psyker sends forth a terrifying monstrosity wrought from psychic energy.

Fury of the Ancients has a warp charge value of 7. If manifested, roll 3D6 and select a visible enemy model within that many inches of the psyker (if no enemy models are within this range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.

5

PSYCHIC FORTRESS

Drawing on boundless reserves of inner strength, the psyker shields his mind – and those of his battle-brothers – from mortal fears and the threat of sorcerous assault.

Psychic Fortress has a warp charge value of 5. If manifested, select a friendly ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.

6

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 your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerable saves and must halve the result of any Psychic tests (rounding up) that they take.


Warlord Traits

The commanders of the Deathwatch are amongst the finest of all the Adeptus Astartes, drawn as they are from the some of the best warriors of many different Chapters. On the battlefield they lead with a surety of purpose that is unparalleled, driven by the knowledge that failure in their appointed task will leave countless worlds open to the predations of xenos forces.

If a DEATHWATCH CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits his preferred style of waging war.

D6WARLORD TRAIT
1

BANE OF MONSTROSITIES

The Warlord specialises in bringing down those behemoths that often anchor the centre of the xenos warhost.

You can re-roll failed wound rolls for your Warlord when attacking enemy VEHICLES or MONSTERS.

2

LORD OF HIDDEN KNOWLEDGE

By combing the archives of the Deathwatch and the Inquisition, this Warlord uses knowledge itself as a weapon.

Once per battle, if your Warlord is on the battlefield, you can re-roll a hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you use a Stratagem; on a 5+, you gain a Command Point.

3

CASTELLAN OF THE BLACK VAULT

Within the arsenals of the Deathwatch are masterpiece weapons fashioned by the Imperium’s greatest smiths – those who guard those vaults are not afraid to make use of them.

Add 1 to the Damage characteristic of one weapon carried by your Warlord. Note that this cannot be a Relic of the Vigilant, and does not affect a weapon using the Banebolts of Eryxia.

4

THE WATCH ETERNAL

This Warlord is an expert at inspiring the warriors under his command, his fiery oratory and reminders of duty and honour keeping his brothers fighting through even the most grievous wounds.

Roll a D6 each time a DEATHWATCH model from your army within 6" of your Warlord would lose their last wound. On a 6 the wound is not lost.

5

VIGILANCE INCARNATE

In standing sentinel over a vital swathe of the Imperium, this Warlord always knows the appropriate tactics to defeat a foe.

Once during the battle, at the start of your turn, you can choose to change your army’s current Mission Tactic for another one.

6

NOWHERE TO HIDE

The Warlord has dug Hrud out of their warrens, flushed Kroot guerillas from the densest jungle and slain Necrons in their tombs. No alien foe can hide from his wrath.

At the start of each of your Shooting phases, pick one enemy unit anywhere on the battlefield. For the duration of the phase, that unit does not receive the benefit of cover against attacks made by DEATHWATCH units from your army that are within 6" of your Warlord.


Named Characters and Warlord Traits

If the following named character is your Warlord, he must be given the associated Warlord Trait shown below.

NAMED CHARACTERWARLORD TRAIT
Watch Captain ArtemisVigilance Incarnate 

Tactical Objectives

D66Result
11Dominate 
12The Long Vigil 
13Kill Team Strike 
14Crippling Blow 
15Priority Target 
16Suffer Not the Alien 

Though the Deathwatch are famed throughout the Imperium for the murderously effective tactics they employ to hunt their xenos prey, they are willing and able to bring them to bear against any foe.

If your army is led by a DEATHWATCH Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Deathwatch player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Deathwatch Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11
DOMINATE
Deathwatch

Seize the very ground upon which the leader of the xenos army stands to prove that your might is irresistible.

Score 1 victory point at the end of the turn if you control the objective marker that was closest to the enemy Warlord when this Tactical Objective was generated. If the enemy Warlord has been slain or is not on the battlefield when this objective is generated, the enemy player picks the objective marker you must control.

12
THE LONG VIGIL
Deathwatch

Choose your ground well and stand fast upon it, an unwavering shield that holds back the unclean foe even as it bolsters the defences of the greater Imperium.

Roll a D6. Score 3 victory points if you control the corresponding objective marker at the end of three consecutive turns.

13
KILL TEAM STRIKE
Deathwatch

Your warriors are weapons, perfectly forged and balanced to strike down their enemies. Wield them wisely, and soak the battlefield with the blood of the foe.

Score 1 victory point if you destroyed at least one enemy unit this turn. If the last model in at least one enemy unit was slain by a friendly unit of Veterans or Intercessors, score D3 victory points instead.

14
CRIPPLING BLOW
Deathwatch

Without leadership, the cohesion of the xenos force will crumble, allowing your Kill Teams to slaughter at will.

Score 1 victory point if one enemy CHARACTER was destroyed this turn. If two or more enemy CHARACTERS were destroyed, score D3 victory points instead.

15
PRIORITY TARGET
Deathwatch

The truth has become clear – before the greater extermination can begin, a lynchpin of the enemy force must be eradicated.

When this Tactical Objective is generated, make a note of which enemy model on the battlefield has the highest Power Level. If several models are tied, your opponent selects one amongst them. Score 1 victory point if you slay this model; if this model was a MONSTER, score D3 victory points instead.

16
SUFFER NOT THE ALIEN
Deathwatch

The mere presence of the xenos foe besmirches the Emperor’s rightful realm. Eradicate them.

Score 1 victory point if at least one enemy unit was destroyed during this turn. Score D3 victory points instead if at least one AELDARI, T’AU EMPIRE, NECRONS, ORKS or TYRANIDS enemy unit was destroyed during your turn.


Relics of the Vigilant

Among the armouries of the Deathwatch are a number of items so powerful that their very presence on the battlefield could mean the difference between victory and defeat. The mighty heroes that bear them act as custodians to these sacred items of wargear even as they use them to lay low the alien.

If your army is led by a Deathwatch Warlord, then before the battle you may give any one of the following items to a DEATHWATCH CHARACTER. Named characters such as Watch Captain Artemis already have one or more artefacts and cannot be given any of the following items. Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Relics of the Vigilant items your characters have on your army roster.

BANEBOLTS OF ERYXIA

Arch-Magister Eryxia spent her entire life in search of the perfect bolt shell. She spent decades working with the Deathwatch, perfecting not only the specialist ammunition of their Chapter, but also their magazines. Though few in number, some of her finest creations are still extant, housed within ammunition clips chased in platinum. Whatever the nature of the foe, just one of Eryxia’s Banebolts, when delivered to the centre mass, can slay its target in a second.

Models with the Special Issue Ammunition ability only. Add 1 to the Damage of any special issue ammunition fired by the bearer. In addition, for each wound roll of 6+ made for any special issue ammunition fired by the bearer, the target suffers a mortal wound in addition to the normal damage.

DOMINUS AEGIS

This artefact takes the form of an ornate tower shield; when its edge is slammed down hard into the ground, it projects a hemispherical force field that protects all those within its reach from baleful energies. Carried to war by those Kill Teams expected to plunge into the heart of the xenos hordes, it has saved countless lives, the bearer and his team fighting to victory as the dome-like force field keeps the worst of the alien scum at bay.

Models with a storm shield only. The Dominus Aegis replaces the bearer’s storm shield. The bearer has a 3+ invulnerable save. In addition, if the bearer does not move in your Movement phase, then until the start of your next Movement phase, friendly DEATHWATCH models within 6" of the bearer gain a 5+ invulnerable save.

THE BEACON ANGELIS

The Beacon Angelis was devised to guide the Deathwatch to the threshold of the alien adversary. Housed within a reliquary, it calls out to the augur arrays of the Deathwatch with the voices of a hundred electric cherubim. Its summons is so strong that it will draw the righteous unto its locale regardless of what darkness may surround it.

Once per battle, at the end of your Movement phase, the bearer can use the Beacon Angelis to teleport a friendly unit to his position. When he does so, select a DEATHWATCH INFANTRY or BIKER unit that is either on the battlefield, or that is in a teleportarium. In either case, remove this unit and then set it up wholly within 6" of the bearer and more than 9" from any enemy model (any model that cannot be set up is slain).

THE OSSEUS KEY

The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. Where other such devices are made from sanctified platinum, the Osseus Key is made from the knuckles and phalanges of deceased Imperial Fist heroes that fought in the Horus Heresy. It was scrimshawed with inhuman care and imbued with the mightiest machine spirits of the age. No portal can bar its bearer from entry, and no xenos machine can stand before his wrath.

Watch Masters only. Enemy VEHICLES subtract 1 from their hit rolls whilst they are within 9" of this model. Each time the bearer fights, you can make one additional attack with the Osseus Key against an enemy VEHICLE within 1" of them; if this attack hits, the target unit suffers D3 mortal wounds.

THE THIEF OF SECRETS

The power sword known as the Thief of Secrets is inhabited by a machine spirit that has an unquenchable thirst for knowledge. It has tasted the vitae of countless alien races, absorbing those liquids through auto-sanctified sanguinator-channels and codified by the honeycombed array of logicum cells within. The biological secrets of many xenos races have thus been laid bare, allowing the blade’s user to modulate its power field, the better to slice through chitinous armour, rupture xenoform organs and burn out alien nervous systems with ease.

Models with a power sword only. The Thief of Secrets replaces the bearer’s power sword and has the following profile:

WEAPON
RANGE
TYPE
S
AP
D
The Thief of Secrets
Melee
Melee
User
-3
2
Abilities: When setting up the bearer, pick one of the following keywords: ORK, TYRANID, T’AU EMPIRE, AELDARI or NECRONS. You can re-roll failed wound rolls for this weapon when attacking enemy units with that keyword.

THE TOME OF ECTOCLADES

This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch have uncovered about their xenos foes. The bearer can ascertain the vulnerabilities of those he is about to face – such knowledge has in the past saved not only the book’s custodian, but entire worlds.

At the start of each of your turns, pick a Mission Tactic. Until the start of your next turn, you can choose to apply either the effects of the Mission Tactic that is currently active or the Mission Tactic you have chosen for the Tome of Ectoclades to any DEATHWATCH unit from your army within 6" of the bearer each time they attack.

Wargear

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

COMBI-WEAPONS

 • Storm bolter

 • Combi-plasma

 • Combi-flamer

 • Combi-melta

 • Combi-grav

MELEE WEAPONS

 • Chainsword

 • Power sword

 • Power axe

 • Power maul

 • Power lance

 • Power fist

 • Lightning claw

 • Thunder hammer

DEATHWATCH EQUIPMENT

Up to two items can be chosen from the following list:

 • Bolt pistol

 • Chainsword

 • Grav-pistol

 • Inferno pistol

 • Hand flamer

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power lance1

 • Power maul

 • Power sword

 • Storm Shield

 • Thunder hammer

 • Xenophase blade2

1 Not included in Codex: Deathwatch

2 Watch Sergeant only

One weapon can be chosen from the following list:

 • Boltgun

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Deathwatch shotgun

 • Flamer

 • Grav-gun

 • Meltagun

 • Plasma gun

 • Stalker pattern boltgun

 • Storm bolter

DREADNOUGHT HEAVY WEAPONS

 • Assault cannon

 • Heavy plasma cannon

 • Twin lascannon

HEAVY WEAPONS

 • Deathwatch frag cannon

 • Heavy bolter

 • Heavy flamer

 • Infernus heavy bolter

 • Missile launcher

PISTOLS

 • Bolt pistol

 • Grav-pistol

 • Hand flamer

 • Inferno pistol

 • Plasma pistol

TERMINATOR COMBI-WEAPONS

 • Combi-flamer

 • Combi-grav

 • Combi-melta

 • Combi-plasma

 • Storm bolter

TERMINATOR MELEE WEAPONS

 • Chainfist

 • Power axe

 • Power lance1

 • Power maul

 • Power sword

 • Power fist and meltagun

1 Not icluded in Codex: Deathwatch

TERMINATOR HEAVY WEAPONS

 • Assault cannon

 • Cyclone missile launcher and storm bolter

 • Heavy flamer

VANGUARD EQUIPMENT

 • Bolt pistol

 • Chainsword

 • Grav-pistol

 • Hand flamer

 • Inferno pistol

 • Lightning claw

 • Plasma pistol

 • Power axe

 • Power fist

 • Power lance1

 • Power maul

 • Power sword

 • Storm Shield

 • Thunder hammer

1 Not included in Codex: Deathwatch


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
10
Assault bolter
18"
Assault 3
5
-1
1
-
22
Assault cannon
24"
Heavy 6
6
-1
1
-
17
Assault plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
2
Auto bolt rifle
24"
Assault 2
4
0
1
-
12
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
15
Blackstar rocket launcher
When attacking with this weapon, choose one of the profiles below.
 - Corvid warhead
30"
Heavy D6
6
-1
1
Add 1 to hit rolls for this weapon when targeting a unit that can FLY.
 - Dracos warhead
30"
Heavy D6
4
0
1
Add 1 to hit rolls for this weapon when targeting a unit that is in cover.
2
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
1
Boltgun
24"
Rapid Fire 1
4
0
1
-
9
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 for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
14
Combi-grav
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - 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 D3.
16
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 for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
12
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 for this weapon.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
24"
Rapid Fire 1
7
-3
1
This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon’s shots have been resolved.
38
Cyclone missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
36"
Heavy 2D3
4
0
1
-
 - Krak missile
36"
Heavy 2
8
-2
D6
-
25
Deathwatch frag cannon
When attacking with this weapon, choose one of the profiles below.
 - Frag round
8"
Assault 2D6
6
-1
1
This weapon automatically hits its target.
 - Shell
24"
Assault 2
7
-2
2
If the target is within half range of this weapon, its attacks are resolved with a Strength of 9 and an AP of -3.
3
Deathwatch shotgun
When attacking with this weapon, choose one of the profiles below.
 - Cryptclearer round
16"
Assault 2
4
0
1
You can re-roll failed wound rolls for this weapon.
 - Xenopurge slug
16"
Assault 2
4
-1
1
If the target is within half range of this weapon, its attacks are resolved with a Damage of 2.
 - Wyrmsbreath shell
7"
Assault D6
3
0
1
This weapon automatically hits its target.
5
Deathwind launcher
12"
Assault D6
5
0
1
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
30
Flamestorm cannon
8"
Heavy D6
6
-2
2
This weapon automatically hits its target.
15
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
4
Fragstorm grenade launcher
18"
Assault D6
4
0
1
-
12
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 D3.
8
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 D3.
0
Guardian spear (shooting)
24"
Rapid Fire 1
4
-1
2
-
1
Hand flamer
6"
Pistol D3
3
0
1
This weapon automatically hits its target.
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
10
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
16
Heavy plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Heavy plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain.
Hellfire Extremis
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.
 - Hellfire flamer
8"
Assault D6
*
0
1
This weapon automatically hits its target. This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
A model can only fire each of its hunter-killer missiles once per battle.
10
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
6
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
6
Icarus rocket pod
24"
Heavy D3
7
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
7
Inferno pistol
6"
Pistol 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Infernus heavy bolter
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
 - Heavy bolter
36"
Heavy 3
5
-1
1
-
 - Heavy flamer
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
6
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
4
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
40
Las-talon
24"
Heavy 2
9
-3
D6
-
25
Lascannon
48"
Heavy 1
9
-3
D6
-
31
Macro plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
8
-4
1
-
 - Supercharge
36"
Heavy D6
9
-4
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
4
Master-crafted auto bolt rifle
24"
Assault 2
4
0
2
-
3
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
2
-
5
Melta bomb
4"
Grenade 1
8
-4
D6
You can re-roll failed wound rolls for this weapon if the target is a VEHICLE.
0
Melta cutter
12"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
20
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
22
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
16
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
17
Plasma exterminator
When attacking with this weapon, choose one of the profiles below.
 - Standard
18"
Assault D3
7
-3
1
-
 - Supercharge
18"
Assault D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
15
Plasma incinerator
When attacking with this weapon, choose one of the profiles below.
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
30"
Rapid Fire 1
8
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
0
Reductor pistol
3"
Pistol 1
4
-3
2
-
0
Shock grenade
6"
Grenade D3
*
*
*
This weapon does not inflict any damage. If an enemy INFANTRY unit is hit by any shock grenades, it is stunned until the end of the turn – it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit.
1
Stalker bolt rifle
36"
Heavy 1
4
-2
1
-
4
Stalker pattern boltgun
30"
Heavy 2
4
-1
1
-
Stasis bomb
6"
Grenade 1
-
-
-
This weapon can only be used once per battle. If the attack hits, deal D6 mortal wounds to your target. If it misses, Watch Captain Artemis suffers D6 mortal wounds.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
21
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
44
Twin assault cannon
24"
Heavy 12
6
-1
1
-
4
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
17
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
24"
Rapid Fire 2
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
8
Twin volkite charger
15"
Heavy 4
5
0
2
-
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
11
Chainfist
Melee
Melee
x2
-4
2
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Combat knife
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
15
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
10
Force axe
Melee
Melee
+1
-2
D3
-
8
Force stave
Melee
Melee
+2
-1
D3
-
8
Force sword
Melee
Melee
User
-3
D3
-
0
Guardian spear (melee)
Melee
Melee
+1
-3
D3
-
30
Heavy thunder hammer
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll. Each time you make a wound roll of 6+ with this weapon, that hit is resolved with a Damage of 6.
Lightning claw
Melee
Melee
User
-2
1
You can re-roll failed wound rolls for this weapon. If a model is armed with two lightning claws, each time it fights it can make 1 additional attack with them.
5
Power axe
Melee
Melee
+1
-2
1
-
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power lance
Melee
Melee
+2
-1
1
-
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
9
Relic blade
Melee
Melee
+2
-3
D3
-
0
Termite drill
Melee
Melee
x2
-4
3
After the bearer has made all of its attacks, roll a D6 for each model that suffered damage from this weapon this phase but has not been destroyed; on a 2+ the model being rolled for suffers a mortal wound and, if that model is not destroyed, you can roll another D6. This time, that model suffers a mortal wound on a 3+. Keep rolling a D6, increasing the result required to cause a mortal wound by 1 each time, until the model being rolled for is destroyed or the roll is failed.
Thunder hammer
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
7
Xenophase blade
Melee
Melee
User
-3
1
Your opponent must re-roll successful invulnerable saves for wounds caused by this weapon.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Auspex Array
You can re-roll hit rolls of 1 for a model with an auspex array when targeting an enemy in the Shooting phase that cannot FLY.
0
Auto Launchers
Instead of shooting any weapons in the Shooting phase, this model can use its auto launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.
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".
0
Blackstar Cluster Launcher
This model can fire its Blackstar cluster launcher as it flies over enemy units in its Movement phase. To do so, after this model has moved, pick one enemy unit that it flew over. Then, roll one D6 for each model in the enemy unit (up to a maximum of 10 D6). Each time you roll a 6 the unit being bombed suffers 1 mortal wound.
4
Combat Shield
A model with a combat shield has a 5+ invulnerable save.
0
Deathwatch Teleport Homer
If this unit has a Deathwatch teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the Deathwatch teleport homer, it is deactivated and removed from the battlefield. Whilst there are any friendly Deathwatch teleport homers on the battlefield, a unit that contains one or more DEATHWATCH Terminators can perform an emergency teleport instead of moving in its Movement phase. At the end of the Movement phase, remove the unit and then set it up with all models within 6" of a friendly Deathwatch teleport homer. That Deathwatch teleport homer then shorts out and is removed from the battlefield.
2
Grapnel Launchers
When models with grapnel launchers move in the Movement phase, do not count any vertical distance they move against the total they can move (i.e. moving vertically is free for these models in the Movement phase). In addition, during deployment, you can set up this unit, if it is equipped with grapnel launchers, behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases this unit can join the battle – set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models.
2
Grapnel Launchers
When models with grapnel launchers move in the Movement phase, do not count any vertical distance they move against the total they can move (i.e. moving vertically is free for these models in the Movement phase).
2
Grav-chutes
During deployment, you can set up this unit, if it is equipped with grav-chutes, in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
5
Infernum Halo-launcher
If an enemy unit that can FLY targets a supersonic model with an infernum halo-launcher in the Shooting phase, your opponent must subtract 1 from the subsequent hit rolls.
Storm Shield
A model equipped with a storm shield has a 3+ invulnerable save.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
RAPID FIRE

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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

The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From hollow shells filled with superheated gas to rounds which douse their targets in acid, each type is designed to eliminate specific xenos foes.

When this unit fires any ranged weapons from the following list, you can choose for it to fire special ammunition. If you do so, choose one kind of ammunition from the table and apply the corresponding modifier.

 • Absolvor bolt pistol
 • Auto bolt rifle
 • Bolt carbine
 • Bolt pistol
 • Bolt rifle
 • Boltgun
 • Combi-flamer (boltgun profile only)
 • Combi-grav (boltgun profile only)
 • Combi-melta (boltgun profile only)
 • Combi-plasma (boltgun profile only)
 • Guardian spear (shooting)
 • Heavy bolt pistol
 • Hellfire Extremis (boltgun profile only)
 • Master-crafted auto bolt rifle
 • Master-crafted boltgun
 • Master-crafted stalker bolt rifle
 • Stalker bolt rifle
 • Stalker pattern boltgun
 • Storm bolter
 • Twin boltgun


AMMUNITIONMODIFIER
Dragonfire boltAdd 1 to the hit rolls for this weapon when targeting a unit that is in cover
Hellfire roundThis weapon always wounds on a 2+ (except against VEHICLES and TITANIC units). 
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. 
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The BIKER keyword is used in following Deathwatch datasheets:

Fast Attack
• Bikers

The DREADNOUGHT keyword is used in following Deathwatch datasheets:

Elites
Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

The DEATHWATCH and VEHICLE keywords are used in following Deathwatch datasheets:

Flyers
Elites
Dedicated Transport
• Rhino
Heavy Support
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.

The DEATHWATCH and PSYKER keywords are used in following Deathwatch datasheets:

HQ
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.

The DEATHWATCH and DREADNOUGHT keywords are used in following Deathwatch datasheets:

Elites

The DEATHWATCH and BIKER keywords are used in following Deathwatch datasheets:

Fast Attack
• Bikers
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The profiles using AELDARI keyword can be found in following Factions:

Aeldari: Craftworlds, Drukhari, Harlequins, Ynnari.

The AELDARI keyword is used in following datasheets:

Fortifications
Dedicated Transport
Heavy Support
Troops
• Troupe
Dedicated Transport
Fast Attack
Flyers

and others...

The SYNAPSE and CHARACTER keywords are used in following Tyranids datasheets:

HQ
Heavy Support
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.
Reanimation Protocols

The moment a Necron is laid low, its metal body enacts complex self-repair routines, reattaching severed limbs and fusing together shattered armour plating.

Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model’s reanimation protocols activate and it is returned to this unit with its full complement of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1" from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).
Combat Squads

When faced with an array of missions to complete and enemies to lay low, the Deathwatch are adept at splitting their Kill Teams into smaller forces, trained in working together at a distance to more easily butcher their xenos foes.

Before deployment at the start of the game, a unit with this ability containing 10 models may be split into two units, each containing 5 models. Units of Aggressors, Bikers or Inceptors containing 6 models can also be split into two units, each containing 3 models.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.

The profiles using ADEPTUS ASTARTES keyword can be found in following Factions:

Imperium: Blood Angels, Dark Angels, Deathwatch, Grey Knights, Space Marines, Space Wolves.

The ADEPTUS ASTARTES keyword is used in following datasheets:

Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
HEAVY

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

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

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

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
Ironclad Dreadnought/other models
single/pair
CHARACTERS/other models
© Vyacheslav Maltsev 2013-2018