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 1
  Imperium 1Index81.3(?)September 2019
  Deathwatch
  DeathwatchCodex8Indomitus 1.0July 2020
  Games Workshop: Battle Tanks and Troop Transports Rules Preview
  Games Workshop: Battle Tanks and Troop Transports Rules PreviewDataslate8June 2019
  Repulsor Executioner Update
  Repulsor Executioner UpdateDataslate8July 2019
  Space Marines II
  Space Marines IICodex8Indomitus 1.0July 2020
  Warhammer Legends: Deathwatch
  Warhammer Legends: DeathwatchDataslate8December 2019
  Additional Rules: Deathwatch
  Additional Rules: DeathwatchWhite Dwarf8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020
  Indomitus: The Edge of Silence
  Indomitus: The Edge of SilenceBoxset9Indomitus 1.1July 2020

FAQ

Codex: Deathwatch

 Q: Is a Deathwatch Biker’s Deathwatch Teleport Homer marker treated as a unit from the player’s army?
A:
No.
 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 either a relic blade or xenophase blade?
A:
Yes, because these wargear options are two separate bullet points (you cannot choose the same bullet-pointed wargear option for a unit more than once, however).
 Q: In a unit with a mixture of different model types, if not every model has a certain keyword, such as PHOBOS or MARK X GRAVIS, is that unit considered to be a unit with that keyword?
A:
No. A DEATHWATCH unit is only considered to have that keyword if every model in the unit has that keyword. If an ability asks you to pick a model (rather than a unit) with a specific keyword, a model with the appropriate keyword in a mixed unit can still be picked.
 Q: When a unit with the And They Shall Know No Fear ability takes a Morale test, is the number that is added to the dice roll for the number of models destroyed in that unit for that turn considered to be a modifier (for the purposes of applying re-rolls before modifiers)?
A:
No, the number added is not considered to be a modifier.
 Q: When an AELDARI unit that can FLY is ‘set up’ on the battlefield as reinforcements (for example, from ‘The Webway’) within 12" of a DEATHWATCH unit from your army, can that DEATHWATCH unit use both the Intercepting Volley and Auspex Scan Stratagems to effectively shoot that unit twice?
A:
Yes. A unit that arrives as reinforcements is treated as having moved for all rules purposes.
 Q: Can I use the Tome of Ectoclades to effectively give the Mission Tactics ability to a DEATHWATCH unit that would not otherwise have it (either because that unit is not part of a Deathwatch Detachment or because it is not an INFANTRY, BIKER or DREADNOUGHT unit)?
A:
Yes.
 Q: If I use the Hellfire Shells or Flakk Missile Stratagem and I hit, do I continue to roll to wound and do damage normally in addition to doing mortal wounds?
A:
No, the normal attack sequence ends.
 Q: Which part of a Drop Pod should I measure distances from and to, especially if the model has been assembled so its doors can be opened or closed?
A:
Measure all distances to and from any part of the model, including its doors. If this model has been assembled such that you can lower and raise its doors, then when this model is first set up in the battlefield choose whether the doors will be lowered or raised – you cannot raise or lower the doors thereafter during the battle.

Designer’s Note: Choosing to set this model up in the ‘raised doors position’ simply represents the doors closing the instant after its passengers have disembarked.

Additional Rules: Deathwatch

 Q: Can the Combat Doctrines ability improve the Armour Penetration characteristic of kraken and vengeance rounds past the maximum listed in their abilities?
A:
No.

Abilities

The following abilities are common to several DEATHWATCH units:

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, the Bolter Discipline ability does not apply when resolving their shots, but you instead choose one kind of ammunition from the table to the right 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. 

Designer’s Note: Note that the normal rules for Rapid Fire weapons, as described in the Warhammer 40,000 core rules, continue to apply when shooting a Rapid Fire weapon with special issue ammunition.


Angels of Death

The Adeptus Astartes are amongst the finest warriors in the Imperium.

This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline and Shock Assault and Combat Doctrines.

And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.

Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes, whose howling blast is a prayer to the gods of battle.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is a guardian spear or any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons (including Hellfire Extremis) and Relics that replace bolt weapons.

Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.

Combat Doctrines

If your army is Battle-forged and if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
With the exception of Special Issue Ammunition, and unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon.

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

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 by Phase

Before battle

ARMOURY OF THE WATCH FORTRESSES

HERO OF THE CHAPTER

During deployment

TELEPORTARIUM

Battle Round

At the start of your turn

ADAPTIVE TACTICS

Movement phase

TACTICAL FLEXIBILITY

WISDOM OF THE ANCIENTS

VETERAN FURY

Enemy Movement phase

WISDOM OF THE ANCIENTS

INTERCEPTING VOLLEY

AUSPEX SCAN

VETERAN FURY

Psychic phase

EMPYRIC CHANNELLING

WISDOM OF THE ANCIENTS

VETERAN FURY

Enemy Psychic phase

WISDOM OF THE ANCIENTS

VETERAN FURY

Shooting phase

HELLFIRE SHELLS

SYNAPTIC SEVERANCE

WISDOM OF THE ANCIENTS

BOLTSTORM

RAPID FIRE

TARGET SIGHTED

DECAPITATION DOCTRINE

DOMINATUS DOCTRINE

FLAKK MISSILE

FUROR DOCTRINE

MALLEUS DOCTRINE

OPTIMISED SALVO

PURGATUS DOCTRINE

RAPTORIS DOCTRINE

TEMPEST SHELLS

VENATOR DOCTRINE

BIG GUNS NEVER TIRE

HUNTER-SLAYER MISSILE

STEADY ADVANCE

ORBITAL BOMBARDMENT

VETERAN FURY

Enemy Shooting phase

WISDOM OF THE ANCIENTS

TARGETING SCRAMBLERS

VETERAN FURY

Being targeted

DUTY ETERNAL

TRANSHUMAN PHYSIOLOGY

Charge phase

WISDOM OF THE ANCIENTS

HAMMER OF WRATH

VETERAN FURY

Enemy Charge phase

WISDOM OF THE ANCIENTS

STEM THE GREEN TIDE

VETERAN FURY

Fight phase

WISDOM OF THE ANCIENTS

CLAVIS

DEATH TO THE ALIEN!

DECAPITATION DOCTRINE

DOMINATUS DOCTRINE

FUROR DOCTRINE

MALLEUS DOCTRINE

PURGATUS DOCTRINE

RAPTORIS DOCTRINE

VENATOR DOCTRINE

GENE-WROUGHT MIGHT

VETERAN FURY

HONOUR YOUR BROTHERS

Enemy Fight phase

WISDOM OF THE ANCIENTS

VETERAN FURY

HONOUR YOUR BROTHERS

Morale phase

WISDOM OF THE ANCIENTS

VETERAN FURY

Enemy Morale phase

WISDOM OF THE ANCIENTS

VETERAN FURY

Taking casualties

ARMOUR OF CONTEMPT

ONLY IN DEATH DOES DUTY END

VENGEANCE OF THE MACHINE SPIRIT

End of enemy turn

OVERKILL


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

Techmarines prize the most belligerent and stalwart machine spirits, for they are unyielding in their persecution of the enemy.

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

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of enemy ambushes.

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

The Deathwatch possess many ancient and powerful relics that can be brought forth in times of need.

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

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

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

The guns and ships of the Imperium stand ready to unleash hell at the Space Marines’ command.

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

Alone, a Space Marine Librarian is a mighty battle-sorcerer. Gathered together, they possess the power to shatter worlds.

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

Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.

Use this Stratagem during deployment. For each CP spent on this Stratagem you can set up either one DEATHWATCH unit that only contains INFANTRY models 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

The vehement hatred that the Deathwatch feel for their xenos foes is a potent weapon in its own right.

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

The certainty of imminent death does not prevent a Space Marine from exacting his final justice upon the enemies of the Imperium.

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

Within the Deathwatch, bonds of brotherhood are everything, and every warrior fights their hardest to honour their comrades.

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

Each fallen hero that rests within a Space Marine Dreadnought has seen a thousand battles, and slain foes beyond counting in the name of the Emperor. Such noble service cannot help but inspire their fellow battle-brothers.

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

Flakk missiles are designed to eliminate light aircraft by unleashing a payload of shrapnel that shreds armour and ruptures vital systems.

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

Only a truly versatile approach to warfare allows the Deathwatch to best the myriad xenos foes they face.

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

As the Orks begin their stampeding charge, the Deathwatch hurl tanglefoot grenades into their midst.

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

With a shrill binharic screech, these arcane devices exorcise T’au targeting data in a heartbeat.

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

Engaging oracular ballistic contra-auguries, the Deathwatch send up a web of fire that their swift targets hurtle straight into.

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

The Deathwatch know better than any the value of eliminating the leader-beasts that coordinate Tyranid swarms in battle.

Use this Stratagem immediately before choosing targets for a DEATHWATCH unit from your army in your Shooting phase. Until the end of the phase, each time you select a target for a weapon a model in that unit is making an attack with, you can ignore the Look Out, Sir rule if you select a SYNAPSE unit.
1CP

OVERKILL

Deathwatch Stratagem

Extensive experience has taught the Deathwatch to keep pouring fire into Necrons even after they fall.

Use this Stratagem when a NECRONS unit within 12" of a DEATHWATCH unit from your army uses its Reanimation Protocols ability. Your opponent subtracts 1 from any Reanimation Protocols rolls they make for that unit this turn.
2CP

FUROR DOCTRINE

Deathwatch Stratagem

Furor tactics emphasise overwhelming firepower, and the culling of the enemy’s massed infantry forces.

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

Venator tactics focus on hunting down and eliminating the fastest moving of the enemy’s assets.

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

Dominatus tactics allow Kill Teams to outmatch and eliminate the enemy’s most elite warriors.

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

Malleus tactics use targeted brute force to neutralise the enemy’s war engines and monstrous beasts.

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

Purgatus tactics prioritise the swift and merciless elimination of the enemy’s leaders.

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

The Deathwatch are well practised at despatching aerial threats, the better to operate unhindered on the ground.

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

The Deathwatch unleash an optimised hail of special rounds.

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

The Clavis is a strange archeotech device that can disrupt the deviant machine spirits of xenos war engines.

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

Cut off the head, and the body will die.

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

Space Marines are trained to adapt to changing battlefield conditions, and can reform their ranks at a moment’s notice.

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

Tempest shells incorporate tiny plasma-shock generators that emit electromagnetic radiation when the shell detonates.

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.

Stratagems (White Dwarf)

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

DUTY ETERNAL

Deathwatch Stratagem

Having tasted death before, the pilot of a Dreadnought is determined to do his duty to the very end.

Use this Stratagem when a DEATHWATCH DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
2CP

BOLTSTORM

Deathwatch Stratagem

Switching shot selectors to full auto, the Deathwatch unleash a short-lived but inescapable hail of fire.

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’
2CP

RAPID FIRE

Deathwatch Stratagem

The combination of superhuman reflexes and rigid bolter-drills enable Deathwatch Intercessors to produce a devastating rate of fire.

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
3CP

TARGET SIGHTED

Deathwatch Stratagem

With pinpoint accuracy, Intercessors pick out key enemy leaders, striking weak spots with deadly volleys of fire.

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.’
1CP

BIG GUNS NEVER TIRE

Deathwatch Stratagem

None can withstand the Deathwatch’s armoured wrath.

Use this Stratagem in your Shooting phase, when a DEATHWATCH VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Deathwatch Stratagem

Vengeful machine spirits can wreak havoc on the enemy in their death throes, even as their systems fail.

Use this Stratagem when a DEATHWATCH LAND RAIDER model or DEATHWATCH REPULSOR model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
1CP

STEADY ADVANCE

Deathwatch Stratagem

A measured advance allows Deathwatch squads to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when a DEATHWATCH INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
1CP

GENE-WROUGHT MIGHT

Deathwatch Stratagem

Through inhuman strength, Primaris Deathwatch deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when a DEATHWATCH PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
1CP

HERO OF THE CHAPTER

Deathwatch Stratagem

Each member of the Deathwatch is a champion, a post-human demigod standing between Mankind and the darkness.

Use this Stratagem before the battle, after nominating your Warlord. Select one DEATHWATCH CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
2CP

TRANSHUMAN PHYSIOLOGY

Deathwatch Stratagem

Space Marines have reserves of willpower that allow them to fight through even the most grievous of wounds.

Use this Stratagem when a DEATHWATCH unit from your army that is not a VEHICLE is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
1CP

HUNTER-SLAYER MISSILE

Deathwatch Stratagem

Hunter-slayer missiles are machine spirit-guided warheads that track and eliminate priority targets.

Use this Stratagem in your Shooting phase. Select one DEATHWATCH REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48" of that model that is not within 1" of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each DEATHWATCH REPULSOR model can only be selected for this Stratagem once per battle.
1CP

VETERAN FURY

Deathwatch Stratagem

When the fighting is at its fiercest, the Terminator-armoured warriors of the Deathwatch truly show their quality.

Use this Stratagem in any phase. Select one DEATHWATCH TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
1CP

HAMMER OF WRATH

Deathwatch Stratagem

By launching themselves directly into the enemy ranks upon the flaming jets of their jump packs, Space Marines can crash home into combat with bone-breaking force.

Use this Stratagem when a JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.

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.


Litanies of Battle

Space Marine Chaplains are exemplars of righteous wrath. Powerful orators and accomplished warriors both, they provide bellicose counsel to their comrades and act as spiritual bastions for their Chapter. The litanies that Chaplains intone on the battlefield imbue those around them with fresh determination and martial fury.

Before the battle, generate the litanies for DEATHWATCH CHAPLAIN models that know litanies from the Litanies of Battle using the table below. You can either roll one D6 to generate each litany randomly (re-rolling duplicate results), or you can select which litanies the model knows.

D6LITANIES OF BATTLE
1

LITANY OF FAITH

The Chaplain exhorts his charges to steel themselves against even the most dangerous weapons the enemy can bring to bear.

If this litany is inspiring, then when a model in a friendly DEATHWATCH unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.

2

CATECHISM OF FIRE

The Chaplain calls upon his brothers to unleash a relentless storm of close-range firepower.

If this litany is inspiring, select one friendly DEATHWATCH unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.

3

EXHORTATION OF RAGE

The Chaplain bellows his fury at the enemy, his brothers surging forwards to strike them down.

If this litany is inspiring, select one friendly DEATHWATCH unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.

4

MANTRA OF STRENGTH

The Chaplain focuses his mind on the purity of the blood that runs through his veins, bestowed upon him by his Primarch.

If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.

5

RECITATION OF FOCUS

The Chaplain recites creeds that focus the minds of his brothers to ensure their shots strike true.

If this litany is inspiring, select one friendly DEATHWATCH unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.

6

CANTICLE OF HATE

Bellowing his hatred of the foe, the Chaplain leads his brothers in the wholesale destruction of the enemy.

If this litany is inspiring, add 2 to charge rolls made for friendly DEATHWATCH units whilst they are within 6" of this model. In addition, when a friendly DEATHWATCH unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.


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 

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
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. Dreadnought Heavy Weapons). When this is the case, the unit may take any item from the appropriate list below.

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

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

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

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


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Absolvor bolt pistol (Indomitus)
0
Absolvor bolt pistol (Indomitus)
16"
Pistol 1
5
-1
2
-
0
Absolvor bolt pistol
0
Absolvor bolt pistol
16"
Pistol 1
5
-1
1
-
30
Aiolos missile launcher
30
Aiolos missile launcher
60"
Heavy 2D3
6
-1
1
-
0
Air defence missiles
0
Air defence missiles
48"
Heavy D3
8
-2
D3
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.
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.
70
Anvillus autocannon battery
70
Anvillus autocannon battery
36"
Heavy 8
8
-1
2
-
75
Arachnus heavy lascannon battery
75
Arachnus heavy lascannon battery
48"
Heavy 2
10
-4
D6
When attacking with this weapon, if at least one dice roll when determining Damage is inflicted is a natural ‘6’ then a mortal wound is inflicted in addition to other damage.
When attacking with this weapon, if at least one dice roll when determining Damage is inflicted is a natural ‘6’ then a mortal wound is inflicted in addition to other damage.
0
Assault bolter
0
Assault bolter
18"
Assault 3
5
-1
1
-
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
Assault cannon
Assault cannon
24"
Heavy 6
6
-1
1
-
0
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Assault plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
24"
Assault 2
6
-4
1
-
 - Supercharge
 - Supercharge
24"
Assault 2
7
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Auto bolt rifle
0
Auto bolt rifle
24"
Assault 3
4
0
1
-
0
Auto boltstorm gauntlets (shooting)
0
Auto boltstorm gauntlets (shooting)
18"
Assault 6
4
0
1
-
0
Blackstar rocket launcher
When attacking with this weapon, choose one of the profiles below.
0
Blackstar rocket launcher
When attacking with this weapon, choose one of the profiles below.
 - Corvid warhead
 - Corvid warhead
30"
Heavy D6
6
-1
1
Blast. Add 1 to hit rolls for this weapon when targeting a unit that can FLY.
Blast. Add 1 to hit rolls for this weapon when targeting a unit that can FLY.
 - Dracos warhead
 - Dracos warhead
30"
Heavy D6
4
0
1
Blast. Add 1 to hit rolls for this weapon when targeting a unit that is in cover.
Blast. Add 1 to hit rolls for this weapon when targeting a unit that is in cover.
0
Bolt carbine
0
Bolt carbine
24"
Assault 2
4
0
1
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt pistol
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Bolt rifle
0
Bolt rifle
30"
Rapid Fire 1
4
-1
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Boltgun
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
30
C-beam cannon
30
C-beam cannon
72"
Heavy 1
6
-3
D3
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Flamer
 - Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
10
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.
10
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
 - 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 D3.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
10
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
10
Combi-melta
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls for this weapon.
 - Boltgun
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Meltagun
 - 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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
10
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.
10
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
 - Plasma gun
 - 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.
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.
25
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
25
Cyclone missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
36"
Heavy 2D3
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
36"
Heavy 2
8
-2
D6
-
60
Cyclonic melta lance
60
Cyclonic melta lance
18"
Heavy 2D3
9
-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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Deathstorm cannon array
0
Deathstorm cannon array
12"
Heavy 6
6
-1
1
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
0
Deathstorm missile array
0
Deathstorm missile array
18"
Heavy 2
8
-2
D3
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
When fired, this weapon makes one full Shooting attack against each enemy unit within range, except CHARACTERS. A unit consisting entirely of CHARACTERS may only be attacked if it is the closest enemy unit to the Deathstorm Drop Pod when the attack is declared.
20
Deathwatch frag cannon
When attacking with this weapon, choose one of the profiles below.
20
Deathwatch frag cannon
When attacking with this weapon, choose one of the profiles below.
 - Frag round
 - Frag round
8"
Assault 2D6
6
-1
1
Blast. This weapon automatically hits its target.
Blast. This weapon automatically hits its target.
 - Shell
 - 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.
If the target is within half range of this weapon, its attacks are resolved with a Strength of 9 and an AP of -3.
2
Deathwatch shotgun
When attacking with this weapon, choose one of the profiles below.
2
Deathwatch shotgun
When attacking with this weapon, choose one of the profiles below.
 - Cryptclearer round
 - Cryptclearer round
16"
Assault 2
4
0
1
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
 - Xenopurge slug
 - 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.
If the target is within half range of this weapon, its attacks are resolved with a Damage of 2.
 - Wyrmsbreath shell
 - Wyrmsbreath shell
7"
Assault D6
3
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
5
Deathwind launcher
5
Deathwind launcher
12"
Assault D6
5
0
1
Blast
Blast
0
Demolisher cannon
0
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
0
Dreadhammer siege cannon
0
Dreadhammer siege cannon
24"
Heavy 2D6
10
-5
3
Blast. If the Relic Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
Blast. If the Relic Typhon does not move in the Movement phase, then the range of this weapon is increased to 48" for the duration of the current turn.
25
Dreadnought inferno cannon
25
Dreadnought inferno cannon
8"
Heavy D6
6
-1
2
This weapon hits its target automatically.
This weapon hits its target automatically.
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
0
Fellblade accelerator cannon
When firing this weapon, select one of the two profiles below:
 - HE shells
 - HE shells
100"
Heavy 2D6
8
-3
2
Blast. When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
Blast. When attacking units with 5 or more models, the dice rolled to decide the number of shots fired may be re-rolled.
 - AE shells
 - AE shells
100"
Heavy 2
14
-4
6
-
0
Firefury missile battery
0
Firefury missile battery
72"
Heavy 4
6
-1
1
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm cannon
0
Flamestorm cannon
12"
Heavy D6
6
-2
2
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Flamestorm gauntlets (shooting)
0
Flamestorm gauntlets (shooting)
8"
Assault 2D6
4
0
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
0
Frag grenades
0
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
5
Fragstorm grenade launcher
5
Fragstorm grenade launcher
18"
Assault D6
4
0
1
Blast
Blast
65
Grav-flux bombard
65
Grav-flux bombard
18"
Heavy D3
9
-5
2
Blast. If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
Blast. If the target model is a MONSTER, VEHICLE or TITANIC then the amount of Damage suffered from successful attacks becomes 5 per hit. For every five models in the target unit, add D3 to the number of attacks made by this weapon.
10
Grav-gun
10
Grav-gun
18"
Rapid Fire 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
5
Grav-pistol
5
Grav-pistol
12"
Pistol 1
5
-3
1
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
When resolving an attack made with this weapon against a unit with a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3 for that attack.
15
Graviton blaster
15
Graviton blaster
18"
Assault 2
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
0
Guardian spear (shooting)
0
Guardian spear (shooting)
24"
Rapid Fire 1
4
-1
2
-
5
Hand flamer
5
Hand flamer
6"
Pistol D6
3
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Heavy bolt pistol (Indomitus)
0
Heavy bolt pistol (Indomitus)
18"
Pistol 1
4
-1
1
-
0
Heavy bolt pistol
0
Heavy bolt pistol
12"
Pistol 1
4
-1
1
-
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit.
40
Heavy laser destroyer
40
Heavy laser destroyer
72"
Heavy 2
10
-4
D6
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.
0
Heavy neutron pulse array
0
Heavy neutron pulse array
72"
Heavy 3
14
-4
3+D6
Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player’s next Shooting phase.
Any VEHICLE which suffers wounds from this weapon but is not slain subtracts 1 from its Shooting hit rolls until the end of its controlling player’s next Shooting phase.
30
Heavy onslaught gatling cannon
30
Heavy onslaught gatling cannon
30"
Heavy 12
5
-1
1
-
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
20
Heavy plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
0
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Heavy plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy 1
8
-4
1
-
 - Supercharge
 - Supercharge
36"
Heavy 1
9
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Helios launcher
0
Helios launcher
72"
Heavy 2D6
7
-1
1
This weapon can target units that are not visible to the bearer.
This weapon can target units that are not visible to the bearer.
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 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
 - 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+.
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
 - Boltgun
24"
Rapid Fire 1
4
0
1
-
50
Hellfire plasma carronade
50
Hellfire plasma carronade
24"
Heavy 5
8
-3
3
For each hit roll of a 1, the bearer suffers one single mortal wound after all of the weapon’s shots have been resolved.
For each hit roll of a 1, the bearer suffers one single mortal wound after all of the weapon’s shots have been resolved.
60
Hellstrike battery
60
Hellstrike battery
72"
Heavy 4
8
-3
3
-
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
15
Hurricane bolter
15
Hurricane bolter
24"
Rapid Fire 6
4
0
1
-
30
Hyperios launcher
30
Hyperios launcher
72"
Heavy 2D3
8
-2
D3
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. This weapon can target units not visible to the firing model.
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. This weapon can target units not visible to the firing model.
5
Icarus ironhail heavy stubber
5
Icarus ironhail heavy stubber
36"
Heavy 3
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
5
Icarus rocket pod
5
Icarus rocket pod
24"
Heavy D3
7
-1
2
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
5
Inferno pistol
5
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
45
Infernus cannon
45
Infernus cannon
8"
Heavy 2D6
5
-1
2
This weapon hits its target automatically.
This weapon hits its target automatically.
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.
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
 - Heavy bolter
36"
Heavy 3
5
-1
1
-
 - Heavy flamer
 - Heavy flamer
8"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
5
Ironhail heavy stubber
5
Ironhail heavy stubber
36"
Heavy 3
4
-1
1
-
25
Kheres assault cannon
25
Kheres assault cannon
24"
Heavy 6
7
-1
1
-
0
Krak grenades
0
Krak grenades
6"
Grenade 1
6
-1
D3
-
5
Krakstorm grenade launcher
5
Krakstorm grenade launcher
18"
Assault 1
6
-1
D3
-
35
Las-talon
35
Las-talon
24"
Heavy 2
9
-3
D6
-
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
60
Laser destroyer
60
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
0
Laser volley cannon
When firing this weapon, choose one of the following profiles:
 - Volley fire
 - Volley fire
36"
Heavy 2
9
-3
3
-
 - Overcharge fire
 - Overcharge fire
36"
Heavy 2
10
-5
6
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
If any hit rolls made for this weapon result in one or more results of a ‘1’, the firing vehicle suffers 3 mortal wounds.
30
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
30
Macro plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D6
8
-4
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
9
-4
2
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
Blast. For each hit roll of 1 made for attacks with this weapon, the bearer suffers 1 mortal wound after shooting with this weapon.
40
Magna-melta cannon
40
Magna-melta cannon
24"
Heavy D3
10
-4
D6
Blast. If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
Blast. If the target of an attack by this weapon is within half range, roll an additional dice when inflicting damage and discard the lowest result.
5
Master-crafted auto bolt rifle
5
Master-crafted auto bolt rifle
24"
Assault 3
4
0
2
-
5
Master-crafted boltgun
5
Master-crafted boltgun
24"
Rapid Fire 1
4
-1
2
-
5
Master-crafted stalker bolt rifle
5
Master-crafted stalker bolt rifle
36"
Heavy 1
4
-2
3
-
5
Melta bombs
5
Melta bombs
4"
Grenade 1
8
-4
D6
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.
0
Melta cutter
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Melta rifle
0
Melta rifle
24"
Assault 1
8
-4
D6
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
10
Meltagun
10
Meltagun
12"
Assault 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
Missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
25
Multi-melta (Indomitus)
25
Multi-melta (Indomitus)
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.
Multi-melta
Multi-melta
24"
Heavy 1
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
Neo-volkite pistol
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
Neutron pulse cannon
0
Neutron pulse cannon
48"
Heavy 3
12
-4
D6
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
Any VEHICLE which suffers wounds from this weapon but is not slain must subtract 1 from its hit rolls in the Shooting phase until the end of its controlling player’s next turn.
20
Onslaught gatling cannon (Indomitus)
20
Onslaught gatling cannon (Indomitus)
24"
Heavy 8
5
-1
1
-
20
Onslaught gatling cannon
20
Onslaught gatling cannon
24"
Heavy 6
5
-1
1
-
10
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
10
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
 - Standard
18"
Assault 2
7
-3
1
-
 - Supercharged
 - Supercharged
18"
Assault 2
8
-3
2
For each hit roll of 1, the bearer suffers a single mortal wound.
For each hit roll of 1, the bearer suffers a single mortal wound.
15
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
15
Plasma cannon
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
40
Plasma destroyer
40
Plasma destroyer
36"
Heavy 2D3
7
-3
2
Blast
Blast
5
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma exterminator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
18"
Assault D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
18"
Assault D3
8
-3
2
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Blast. If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
10
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
10
Plasma gun
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
0
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
0
Plasma incinerator
When you choose this weapon to shoot with, select one of the profiles below.
 - Standard
 - Standard
30"
Rapid Fire 1
7
-4
1
-
 - Supercharge
 - Supercharge
30"
Rapid Fire 1
8
-4
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
5
Plasma pistol
When you choose this weapon to shoot with, select one of the profiles below.
5
Plasma pistol
When you choose this weapon to shoot with, select 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 destroyed after shooting with this weapon.
On an unmodified hit roll of 1, the bearer is destroyed after shooting with this weapon.
40
Predator autocannon
40
Predator autocannon
48"
Heavy 2D3
7
-1
3
-
0
Punisher rotary cannon
0
Punisher rotary cannon
36"
Heavy 18
5
-1
1
-
60
Quad heavy bolter
60
Quad heavy bolter
36"
Heavy 12
5
-1
1
-
80
Quad lascannon
80
Quad lascannon
48"
Heavy 4
9
-3
D6
-
45
Quad launcher
When firing this weapon, select one of the two profiles below:
45
Quad launcher
When firing this weapon, select one of the two profiles below:
 - Shatter shells
 - Shatter shells
24"
Heavy 4
8
-2
3
-
 - Thunderfire shells
 - Thunderfire shells
60"
Heavy 4D3
5
0
1
This weapon can target units not visible to the firing model.
This weapon can target units not visible to the firing model.
0
Reductor pistol
0
Reductor pistol
3"
Pistol 1
4
-3
2
-
40
Scorpius multi-launcher
40
Scorpius multi-launcher
48"
Heavy 3D3
6
-2
2
Blast. This weapon can target units not visible to the firing model.
Blast. This weapon can target units not visible to the firing model.
0
Shock grenades
0
Shock grenades
6"
Grenade D3
*
*
*
Blast. This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
Blast. This weapon can only target INFANTRY units. When resolving an attack made with this weapon, if a hit is scored, do not make a wound roll: instead the target is stunned until the end of the turn. A stunned unit cannot fire Overwatch, and 1 is subtracted from hit rolls for attacks made by models in that unit.
0
Siege melta array
0
Siege melta array
12"
Heavy 4D3
9
-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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
45
Skyreaper battery
45
Skyreaper battery
48"
Heavy 8
7
-1
5
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.
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.
0
Stalker bolt rifle
0
Stalker bolt rifle
36"
Heavy 1
4
-2
2
-
2
Stalker pattern boltgun
2
Stalker pattern boltgun
30"
Heavy 2
4
-1
1
-
Stasis bomb
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.
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.
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
50
Storm cannon array
50
Storm cannon array
24"
Heavy 10
7
-2
2
-
0
Stormstrike missile launcher
0
Stormstrike missile launcher
72"
Heavy 1
8
-3
3
-
0
Tempest salvo launcher
0
Tempest salvo launcher
36"
Heavy D3
6
-3
2
-
0
Thunderhawk heavy cannon
0
Thunderhawk heavy cannon
48"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Turbo-laser destructor
0
Turbo-laser destructor
96"
Heavy D3
16
-4
2D6
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
Blast. Any wound roll of a 6 made with this attack automatically inflicts an additional D3 mortal wounds on the target.
0
Twin accelerator autocannon
0
Twin accelerator autocannon
48"
Assault 8
7
-1
2
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
Attacks made with this weapon suffer no penalty to its hit roll when targeting units with the FLY keyword. In addition, every wound roll of 6+ made with this weapon increases the AP of that individual wound to -3.
0
Twin accelerator autocannon (Indomitus)
0
Twin accelerator autocannon (Indomitus)
48"
Heavy 6
7
-1
2
-
40
Twin assault cannon
40
Twin assault cannon
24"
Heavy 12
6
-1
1
-
0
Twin auto bolt rifle
0
Twin auto bolt rifle
24"
Assault 6
4
0
1
-
30
Twin autocannon
30
Twin autocannon
48"
Heavy 4
7
-1
2
-
0
Twin avenger bolt cannon
0
Twin avenger bolt cannon
36"
Heavy 10
6
-2
2
-
0
Twin bolt rifle
0
Twin bolt rifle
30"
Rapid Fire 2
4
-1
1
-
0
Twin boltgun
0
Twin boltgun
24"
Rapid Fire 2
4
0
1
-
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
50
Twin hellstrike launcher
50
Twin hellstrike launcher
72"
Heavy 2
8
-3
3
-
0
Twin Icarus ironhail heavy stubber
0
Twin Icarus ironhail heavy stubber
36"
Heavy 6
4
-1
1
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
40
Twin las-talon
40
Twin las-talon
24"
Heavy 4
9
-3
D6
-
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
120
Twin magna-melta
120
Twin magna-melta
24"
Heavy 2D3
10
-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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
50
Twin multi-melta
50
Twin multi-melta
24"
Heavy 2
8
-4
D6
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
20
Twin plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 2
7
-3
1
-
 - Supercharge
 - 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.
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
0
Twin volcano cannon
0
Twin volcano cannon
120"
Heavy 2D6
16
-5
2D6
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
Blast. You can re-roll failed wound rolls when targeting TITANIC models with this weapon.
10
Twin volkite charger
10
Twin volkite charger
15"
Heavy 4
5
0
2
-
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
40
Typhoon missile launcher
When you choose this weapon to shoot with, select one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy 2D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 2
8
-2
D6
-
20
Vengeance launcher
20
Vengeance launcher
48"
Heavy 2D6
5
-1
1
Blast
Blast
0
Wrist-mounted grenade launcher
0
Wrist-mounted grenade launcher
12"
Assault D3
4
-1
1
Blast
Blast
30
Xiphon missile battery
30
Xiphon missile battery
60"
Heavy 3
6
-2
3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Astartes chainsword
0
Astartes chainsword
Melee
Melee
User
-1
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Auto boltstorm gauntlets (melee)
0
Auto boltstorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Caestus ram
0
Caestus ram
Melee
Melee
User
-3
D6
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
Add 3 to all hit rolls made with this weapon when targeting BUILDINGS if the Caestus Assault Ram charged this turn.
10
Chainfist
10
Chainfist
Melee
Melee
x2
-4
2
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Combat knife
0
Combat knife
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
0
Crozius arcanum
0
Crozius arcanum
Melee
Melee
+1
-1
2
-
0
Crozius arcanum (Indomitus)
0
Crozius arcanum (Indomitus)
Melee
Melee
+2
-1
2
-
0
Crushing tracks
0
Crushing tracks
Melee
Melee
User
-2
D3
-
Dreadnought chainfist
Dreadnought chainfist
Melee
Melee
x2
-4
4
-
Dreadnought combat weapon
Dreadnought combat weapon
Melee
Melee
x2
-3
3
-
Executioner relic blade
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
Flamestorm gauntlets (melee)
0
Flamestorm gauntlets (melee)
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Force axe
0
Force axe
Melee
Melee
+1
-2
D3
-
0
Force stave
0
Force stave
Melee
Melee
+2
-1
D3
-
0
Force sword
0
Force sword
Melee
Melee
User
-3
D3
-
0
Guardian spear (melee)
0
Guardian spear (melee)
Melee
Melee
+1
-3
D3
-
20
Heavy thunder hammer
20
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.
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.
Leviathan siege claw
Leviathan siege claw
Melee
Melee
x2
-3
3
Re-roll failed wound rolls against INFANTRY.
Re-roll failed wound rolls against INFANTRY.
Leviathan siege drill
Leviathan siege drill
Melee
Melee
x2
-4
4
-
Lightning claw
Lightning claw
Melee
Melee
User
-2
1
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile. When resolving an attack made with this weapon, you can re-roll the wound roll.
Master-crafted power sword (Indomitus)
Master-crafted power sword (Indomitus)
Melee
Melee
+1
-3
2
-
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
4
Power lance
4
Power lance
Melee
Melee
+2
-1
1
-
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
0
Redemptor fist
0
Redemptor fist
Melee
Melee
x2
-3
D6
-
10
Relic blade
10
Relic blade
Melee
Melee
+2
-3
D3
-
30
Seismic hammer
30
Seismic hammer
Melee
Melee
x2
-4
5
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
0
Termite drill
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.
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
Thunder hammer
Melee
Melee
x2
-3
3
When resolving an attack made with this weapon, subtract 1 from the hit roll.
When resolving an attack made with this weapon, subtract 1 from the hit roll.
10
Xenophase blade
10
Xenophase blade
Melee
Melee
User
-3
1
Your opponent must re-roll successful invulnerable saves for wounds caused by this weapon.
Your opponent must re-roll successful invulnerable saves for wounds caused by this weapon.

Other Wargear

OTHER WARGEAR
ABILITIES 
40
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly DEATHWATCH units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
40
Atomantic Pavaise
If equipped with an atomantic pavaise, all friendly DEATHWATCH units that are wholly within 6" of the Relic Deredeo Dreadnought gain a 5+ invulnerable save. This invulnerable save does not stack with or improve existing invulnerable saves.
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.
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 in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
0
Auto Launchers
Instead of shooting in your Shooting phase, this model can use its auto launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
2
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
2
Auxiliary Grenade Launcher
If a model has an auxiliary grenade launcher, Grenade weapons that model is equipped with have a Range characteristic of 30".
3
Combat Shield
A model with a combat shield has a 5+ invulnerable save.
3
Combat Shield
A model with a combat shield has a 5+ invulnerable save.
5
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.
5
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 (Reivers)
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
2
Grapnel Launchers (Reivers)
If every model in this unit has a grapnel launcher, then during deployment you can set up this unit behind enemy lines instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit wholly within 6" of any battlefield edge and more than 9" away from any enemy models.

If a model in this unit has a grapnel launcher, then when that model moves in your Movement phase, do not count any vertical distance it moves against the total it can move that turn.
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.
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 with a storm shield has a 3+ invulnerable save.
Storm Shield
A model with a storm shield has a 3+ invulnerable save.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
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, the Bolter Discipline ability does not apply when resolving their shots, but you instead choose one kind of ammunition from the table to the right 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. 

Designer’s Note: Note that the normal rules for Rapid Fire weapons, as described in the Warhammer 40,000 core rules, continue to apply when shooting a Rapid Fire weapon with special issue ammunition.

Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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 roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
2CP

WARP SURGE

Chaos Daemons Stratagem

The winds of the warp blow strong, invigorating daemonkind.

Use this Stratagem at the start of any phase. Select a unit of DAEMONS from your army; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 4+).
And They Shall Know No Fear

The Space Marines of the Adeptus Astartes stand unafraid before the greatest terrors of the galaxy.

When a Morale test is taken for this unit, you can re-roll the dice.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
2CP

INTERCEPTING VOLLEY

Deathwatch Stratagem

Engaging oracular ballistic contra-auguries, the Deathwatch send up a web of fire that their swift targets hurtle straight into.

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

AUSPEX SCAN

Deathwatch Stratagem

Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of enemy ambushes.

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.

The Biker keyword is used in following Deathwatch datasheets:

1CP

HELLFIRE SHELLS

Deathwatch Stratagem

Hellfire shells erupt in the midst of the foes, showering them with flesh-melting mutagenic acid.

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.
1CP

FLAKK MISSILE

Deathwatch Stratagem

Flakk missiles are designed to eliminate light aircraft by unleashing a payload of shrapnel that shreds armour and ruptures vital systems.

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.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Disembark
If a unit starts its Movement phase embarked within a Transport model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the Transport model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a Transport can disembark this phase.
  • A unit must disembark before their Transport moves.
  • Disembarking units must be set up wholly within 3" of their Transport and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.
Combat Doctrines
If your army is Battle-forged and if every unit from your army has this ability (excluding SERVITOR and UNALIGNED units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
With the exception of Special Issue Ammunition, and unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon.

Devastator Doctrine
The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Tactical Doctrine
The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

Assault Doctrine
The Armour Penetration characteristic of Pistol and melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active. For example, AP 0 becomes AP -1.

The Terminator keyword is used in following Deathwatch datasheets:

Bolter Discipline

To a Space Marine, the boltgun is far more than a weapon – it is an instrument of Mankind’s divinity, the bringer of death to his foes, whose howling blast is a prayer to the gods of battle.

Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model’s target is within half the weapon’s maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon with the Rapid Fire type. A bolt weapon is a guardian spear or any weapon whose profile includes the word ‘bolt’ (boltgun, bolt rifle, storm bolter, combi-bolter, hurricane bolter, etc.). Rules that apply to bolt weapons also apply to the boltgun profile of combi-weapons (including Hellfire Extremis) and Relics that replace bolt weapons.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Shock Assault

The Adeptus Astartes are elite shock troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.

If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
2CP

ADAPTIVE TACTICS

Deathwatch Stratagem

Only a truly versatile approach to warfare allows the Deathwatch to best the myriad xenos foes they face.

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.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
1CP/3CP

ARMOURY OF THE WATCH FORTRESSES

Deathwatch Stratagem

The Deathwatch possess many ancient and powerful relics that can be brought forth in times of need.

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

HERO OF THE CHAPTER

Deathwatch Stratagem

Each member of the Deathwatch is a champion, a post-human demigod standing between Mankind and the darkness.

Use this Stratagem before the battle, after nominating your Warlord. Select one DEATHWATCH CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
1-3CP

TELEPORTARIUM

Deathwatch Stratagem

Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.

Use this Stratagem during deployment. For each CP spent on this Stratagem you can set up either one DEATHWATCH unit that only contains INFANTRY models 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

TACTICAL FLEXIBILITY

Deathwatch Stratagem

Space Marines are trained to adapt to changing battlefield conditions, and can reform their ranks at a moment’s notice.

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

WISDOM OF THE ANCIENTS

Deathwatch Stratagem

Each fallen hero that rests within a Space Marine Dreadnought has seen a thousand battles, and slain foes beyond counting in the name of the Emperor. Such noble service cannot help but inspire their fellow battle-brothers.

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.

The Deathwatch and Terminator keywords are used in following Deathwatch datasheets:

1CP

VETERAN FURY

Deathwatch Stratagem

When the fighting is at its fiercest, the Terminator-armoured warriors of the Deathwatch truly show their quality.

Use this Stratagem in any phase. Select one DEATHWATCH TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.

The Deathwatch and Psyker keywords are used in following Deathwatch datasheets:

1CP

EMPYRIC CHANNELLING

Deathwatch Stratagem

Alone, a Space Marine Librarian is a mighty battle-sorcerer. Gathered together, they possess the power to shatter worlds.

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.

The Synapse keyword is used in following Tyranids datasheets:

Heavy Support
2CP

SYNAPTIC SEVERANCE

Deathwatch Stratagem

The Deathwatch know better than any the value of eliminating the leader-beasts that coordinate Tyranid swarms in battle.

Use this Stratagem immediately before choosing targets for a DEATHWATCH unit from your army in your Shooting phase. Until the end of the phase, each time you select a target for a weapon a model in that unit is making an attack with, you can ignore the Look Out, Sir rule if you select a SYNAPSE unit.

The Deathwatch and Intercessor keywords are used in following Deathwatch datasheets:

2CP

BOLTSTORM

Deathwatch Stratagem

Switching shot selectors to full auto, the Deathwatch unleash a short-lived but inescapable hail of fire.

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: ‘When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.’
2CP

RAPID FIRE

Deathwatch Stratagem

The combination of superhuman reflexes and rigid bolter-drills enable Deathwatch Intercessors to produce a devastating rate of fire.

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
3CP

TARGET SIGHTED

Deathwatch Stratagem

With pinpoint accuracy, Intercessors pick out key enemy leaders, striking weak spots with deadly volleys of fire.

Use this Stratagem at the start of your Shooting phase. Select one DEATHWATCH INTERCESSORS unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: ‘This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.’
2CP

DECAPITATION DOCTRINE

Deathwatch Stratagem

Cut off the head, and the body will die.

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.
2CP

DOMINATUS DOCTRINE

Deathwatch Stratagem

Dominatus tactics allow Kill Teams to outmatch and eliminate the enemy’s most elite warriors.

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

FUROR DOCTRINE

Deathwatch Stratagem

Furor tactics emphasise overwhelming firepower, and the culling of the enemy’s massed infantry forces.

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

MALLEUS DOCTRINE

Deathwatch Stratagem

Malleus tactics use targeted brute force to neutralise the enemy’s war engines and monstrous beasts.

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.
1CP

OPTIMISED SALVO

Deathwatch Stratagem

The Deathwatch unleash an optimised hail of special rounds.

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.
2CP

PURGATUS DOCTRINE

Deathwatch Stratagem

Purgatus tactics prioritise the swift and merciless elimination of the enemy’s leaders.

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

The Deathwatch are well practised at despatching aerial threats, the better to operate unhindered on the ground.

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

TEMPEST SHELLS

Deathwatch Stratagem

Tempest shells incorporate tiny plasma-shock generators that emit electromagnetic radiation when the shell detonates.

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.
2CP

VENATOR DOCTRINE

Deathwatch Stratagem

Venator tactics focus on hunting down and eliminating the fastest moving of the enemy’s assets.

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.
1CP

BIG GUNS NEVER TIRE

Deathwatch Stratagem

None can withstand the Deathwatch’s armoured wrath.

Use this Stratagem in your Shooting phase, when a DEATHWATCH VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.

The Deathwatch and Repulsor keywords are used in following Deathwatch datasheets:

Dedicated Transport
1CP

HUNTER-SLAYER MISSILE

Deathwatch Stratagem

Hunter-slayer missiles are machine spirit-guided warheads that track and eliminate priority targets.

Use this Stratagem in your Shooting phase. Select one DEATHWATCH REPULSOR model from your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48" of that model that is not within 1" of any units from your army. Roll one D6; if the result is equal to or greater than that model’s Ballistic Skill, that unit suffers D3 mortal wounds. Each DEATHWATCH REPULSOR model can only be selected for this Stratagem once per battle.
1CP

STEADY ADVANCE

Deathwatch Stratagem

A measured advance allows Deathwatch squads to unleash a steady stream of bolter fire.

Use this Stratagem in your Shooting phase, when a DEATHWATCH INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
3CP

ORBITAL BOMBARDMENT

Deathwatch Stratagem

The guns and ships of the Imperium stand ready to unleash hell at the Space Marines’ command.

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

TARGETING SCRAMBLERS

Deathwatch Stratagem

With a shrill binharic screech, these arcane devices exorcise T’au targeting data in a heartbeat.

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.
1CP

DUTY ETERNAL

Deathwatch Stratagem

Having tasted death before, the pilot of a Dreadnought is determined to do his duty to the very end.

Use this Stratagem when a DEATHWATCH DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
2CP

TRANSHUMAN PHYSIOLOGY

Deathwatch Stratagem

Space Marines have reserves of willpower that allow them to fight through even the most grievous of wounds.

Use this Stratagem when a DEATHWATCH unit from your army that is not a VEHICLE is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.

The Jump Pack keyword is used in following Deathwatch datasheets:

Fast Attack
1CP

HAMMER OF WRATH

Deathwatch Stratagem

By launching themselves directly into the enemy ranks upon the flaming jets of their jump packs, Space Marines can crash home into combat with bone-breaking force.

Use this Stratagem when a JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.
2CP

STEM THE GREEN TIDE

Deathwatch Stratagem

As the Orks begin their stampeding charge, the Deathwatch hurl tanglefoot grenades into their midst.

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

CLAVIS

Deathwatch Stratagem

The Clavis is a strange archeotech device that can disrupt the deviant machine spirits of xenos war engines.

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.
1CP

DEATH TO THE ALIEN!

Deathwatch Stratagem

The vehement hatred that the Deathwatch feel for their xenos foes is a potent weapon in its own right.

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.
1CP

GENE-WROUGHT MIGHT

Deathwatch Stratagem

Through inhuman strength, Primaris Deathwatch deliver blows that inflict terrifying damage.

Use this Stratagem in the Fight phase, when a DEATHWATCH PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).

The Deathwatch and Biker keywords are used in following Deathwatch datasheets:

3CP

HONOUR YOUR BROTHERS

Deathwatch Stratagem

Within the Deathwatch, bonds of brotherhood are everything, and every warrior fights their hardest to honour their comrades.

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

ARMOUR OF CONTEMPT

Deathwatch Stratagem

Techmarines prize the most belligerent and stalwart machine spirits, for they are unyielding in their persecution of the enemy.

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

ONLY IN DEATH DOES DUTY END

Deathwatch Stratagem

The certainty of imminent death does not prevent a Space Marine from exacting his final justice upon the enemies of the Imperium.

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.
2CP

VENGEANCE OF THE MACHINE SPIRIT

Deathwatch Stratagem

Vengeful machine spirits can wreak havoc on the enemy in their death throes, even as their systems fail.

Use this Stratagem when a DEATHWATCH LAND RAIDER model or DEATHWATCH REPULSOR model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model’s damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
1CP

OVERKILL

Deathwatch Stratagem

Extensive experience has taught the Deathwatch to keep pouring fire into Necrons even after they fall.

Use this Stratagem when a NECRONS unit within 12" of a DEATHWATCH unit from your army uses its Reanimation Protocols ability. Your opponent subtracts 1 from any Reanimation Protocols rolls they make for that unit this turn.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Look out, Sir
Models cannot target a unit that contains any Character models with a Wounds characteristic of 9 or less with a ranged weapon while that Character unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more Vehicle or Monster models with a wounds characteristic of 10 or more.
  • A friendly non-Character unit that contains 1 or more Vehicle or Monster models.
  • A friendly non-Character unit that contains 3 or more models.
In all cases, if that Character unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that Character unit is the closest enemy unit to the firing model, ignore other enemy units that contain any Character models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy Character with 9 or less wounds while it is within 3" of a friendly unit that contains 1 Monster, 1 Vehicle or 3+ other models (excluding Character models with 9 or less wounds) unless it is the closest target.
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.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

Absolvor bolt pistol (Indomitus) used in following datasheets:

Elites

Absolvor bolt pistol used in following datasheets:

Aiolos missile launcher used in following datasheets:

Air defence missiles used in following datasheets:

Anvillus autocannon battery used in following datasheets:

Arachnus heavy lascannon battery used in following datasheets:

Assault bolter used in following datasheets:

Fast Attack
INFANTRY/other model

Assault cannon used in following datasheets:

Troops
Heavy Support
INFANTRY/other models

Assault plasma incinerator used in following datasheets:

Heavy Support

Auto bolt rifle used in following datasheets:

Auto boltstorm gauntlets (shooting) used in following datasheets:

Blackstar rocket launcher used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.

Bolt carbine used in following datasheets:

Elites

Bolt rifle used in following datasheets:

C-beam cannon used in following datasheets:

Cyclone missile launcher used in following datasheets:

Troops

Cyclonic melta lance used in following datasheets:

Deathstorm cannon array used in following datasheets:

Deathstorm missile array used in following datasheets:

Deathwatch frag cannon used in following datasheets:

Troops

Deathwatch shotgun used in following datasheets:

Troops
Fast Attack

Deathwind launcher used in following datasheets:

Dedicated Transport

Demolisher cannon used in following datasheets:

Dreadhammer siege cannon used in following datasheets:

Dreadnought inferno cannon used in following datasheets:

Heavy Support

Fellblade accelerator cannon used in following datasheets:

Firefury missile battery used in following datasheets:

Flamer used in following datasheets:

Troops
Fast Attack

Flamestorm cannon used in following datasheets:

Flamestorm gauntlets (shooting) used in following datasheets:

Fragstorm grenade launcher used in following datasheets:

Dedicated Transport

Grav-flux bombard used in following datasheets:

Grav-gun used in following datasheets:

Troops
Fast Attack

Graviton blaster used in following datasheets:

Guardian spear (shooting) used in following datasheets:

Heavy bolt pistol (Indomitus) used in following datasheets:

Fast Attack

Heavy bolt pistol used in following datasheets:

Elites

Heavy laser destroyer used in following datasheets:

Heavy neutron pulse array used in following datasheets:

Heavy onslaught gatling cannon used in following datasheets:

Dedicated Transport

Heavy plasma incinerator used in following datasheets:

Heavy Support

Helios launcher used in following datasheets:

Heavy Support

Hellfire Extremis used in following datasheets:

Hellfire plasma carronade used in following datasheets:

Hellstrike battery used in following datasheets:

Hurricane bolter used in following datasheets:

Hyperios launcher used in following datasheets:

Heavy Support

Icarus ironhail heavy stubber used in following datasheets:

Dedicated Transport

Icarus rocket pod used in following datasheets:

Dedicated Transport

Infernus cannon used in following datasheets:

Infernus heavy bolter used in following datasheets:

Troops

Ironhail heavy stubber used in following datasheets: