No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
27 Watch Sergeant (base: 32mm) |
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1 | 27 Watch Sergeant |
6" | 3+ | 3+ | 4 | 4 | 2 | 3 | 9 | 3+ | 32mm |
27 Deathwatch Veteran (base: 32mm) |
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4‑9 | 27 Deathwatch Veteran |
6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | 32mm |
35 Deathwatch Terminator (base: 40mm) |
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0‑5 | 35 Deathwatch Terminator |
5" | 3+ | 3+ | 4 | 4 | 3 | 2 | 8 | 2+ | 40mm |
35 Veteran Biker (base: 75 x 25mm) |
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0‑5 | 35 Veteran Biker |
14" | 3+ | 3+ | 4 | 5 | 3 | 2 | 8 | 3+ | 75 x 25mm |
20 Vanguard Veteran (base: 32mm) |
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0‑5 | 20 Vanguard Veteran |
6" | 3+ | 3+ | 4 | 4 | 2 | 2 | 8 | 3+ | 32mm |
27 Black Shield (base: 32mm) |
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0‑1 | 27 Black Shield |
6" | 2+ | 3+ | 4 | 4 | 2 | 3 | 8 | 3+ | 32mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Assault cannon | ||||||
Assault cannon | 24" | Heavy 6 | 6 | -1 | 1 | - |
+10 Cyclone missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
+10 Cyclone missile launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag missile | ||||||
- Frag missile | 36" | Heavy 2D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
- Krak missile | ||||||
- Krak missile | 36" | Heavy 2 | 8 | -2 | D6 | - |
Deathwatch boltgun | ||||||
Deathwatch boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | Special-issue Ammunition |
Special-issue Ammunition | ||||||
Deathwatch frag cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Deathwatch frag cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag | ||||||
- Frag | 12" | Assault 2D3 | 6 | -1 | 1 | Blast |
Blast | ||||||
- Shell | ||||||
- Shell | 24" | Assault 2 | 7 | -2 | 2 | - |
Deathwatch shotgun | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Deathwatch shotgun | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Cryptclearer | ||||||
- Cryptclearer | 18" | Assault 2 | 5 | 0 | 1 | - |
- Wyrmsbreath | ||||||
- Wyrmsbreath | 8" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
- Xenopurge | ||||||
- Xenopurge | 12" | Assault 2 | 4 | -1 | 2 | - |
Heavy bolter | ||||||
Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
Heavy flamer | ||||||
Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Infernus heavy bolter | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Infernus heavy bolter | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Heavy bolter | ||||||
- Heavy bolter | 36" | Heavy 3 | 5 | -1 | 2 | - |
- Heavy flamer | ||||||
- Heavy flamer | 12" | Heavy D6 | 5 | -1 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Missile launcher | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Missile launcher | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Frag missile | ||||||
- Frag missile | 48" | Heavy D6 | 4 | 0 | 1 | Blast |
Blast | ||||||
- Krak missile | ||||||
- Krak missile | 48" | Heavy 1 | 8 | -2 | D6 | - |
Plasma cannon | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma cannon | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 36" | Heavy D3 | 7 | -3 | 1 | Blast |
Blast | ||||||
- Supercharge | ||||||
- Supercharge | 36" | Heavy D3 | 8 | -3 | 2 | Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
Blast. If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Stalker-pattern boltgun | ||||||
Stalker-pattern boltgun | 30" | Heavy 1 | 4 | -2 | 2 | Special-issue Ammunition |
Special-issue Ammunition | ||||||
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
Astartes chainsword | ||||||
Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Chainfist | ||||||
Chainfist | Melee | Melee | x2 | -4 | D3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3. | ||||||
+12 Heavy thunder hammer | ||||||
+12 Heavy thunder hammer | Melee | Melee | x2 | -3 | 4 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Lightning claw | ||||||
Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
Power axe | ||||||
Power axe | Melee | Melee | +2 | -2 | 1 | - |
Power fist | ||||||
Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Power maul | ||||||
Power maul | Melee | Melee | +3 | -1 | 1 | - |
Power sword | ||||||
Power sword | Melee | Melee | +1 | -3 | 1 | - |
Thunder hammer | ||||||
Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Frag grenades | ||||||
Frag grenades | 6" | Grenade D6 | 3 | 0 | 1 | Blast |
Blast | ||||||
Krak grenades | ||||||
Krak grenades | 6" | Grenade 1 | 6 | -1 | D3 | - |
OTHER WARGEAR | ABILITIES | ||||||
Combat shield | |||||||
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
Combat shield | The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | ||||||
Deathwatch teleport homer | |||||||
Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly DEATHWATCH model and more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Deathwatch Teleport Homer ability. We recommend placing a Deathwatch Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Deathwatch Teleport Homer does not count as a model for any rules purposes). | |||||||
Deathwatch teleport homer | Once per battle, at the start of your Movement phase, you can remove this unit from the battlefield and then, in the Reinforcements step of your next Movement phase, you can set this unit back up on the battlefield, anywhere wholly within your own deployment zone and more than 9" away from any enemy models, or anywhere within 3" of a friendly DEATHWATCH model and more than 9" away from any enemy models. If the battle ends and this unit is not on the battlefield, it is destroyed. If this unit has split into two units because of its Combat Squads ability, only one of those units can use the Deathwatch Teleport Homer ability. We recommend placing a Deathwatch Teleport Homer model next to the unit as a reminder, removing it once this ability has been used (a Deathwatch Teleport Homer does not count as a model for any rules purposes). | ||||||
Vanguard Veteran/other models | |||||||
Storm shield | |||||||
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | |||||||
Storm shield | The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer. | ||||||
+3 Jump pack | |||||||
The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords. | |||||||
+3 Jump pack | The bearer has a Move characteristic of 12", the Death From Above ability and the FLY and JUMP PACK keywords. |
• Any Deathwatch Veteran, Watch Sergeant or Black Shield can have their Deathwatch boltgun and power sword replaced with one of the following: deathwatch shotgun; stalker-pattern boltgun; up to 2 items from the Deathwatch Equipment list. • Up to 4 Deathwatch Veterans can each have their Deathwatch boltgun and power sword replaced with one of the following: 1 Deathwatch frag cannon; 1 infernus heavy bolter; 1 heavy bolter; 1 heavy flamer; 1 missile launcher. • For every 5 Deathwatch Veterans, Black Shield or Watch Sergeant in the unit, one model can have their boltgun and power sword replaced with 1 heavy thunder hammer. • If a Watch Sergeant is not equipped with 1 storm shield, it can be equipped with 1 combat shield. • Up to 3 Deathwatch Terminators can each have their storm bolter replaced with one of the following: 1 assault cannon; 1 heavy flamer; 1 plasma cannon; 1 storm bolter and 1 cyclone missile launcher. • Any number of Deathwatch Terminators can each have their power fist replaced with one of the following: 1 chainfist; 1 power axe; 1 power maul; 1 power sword. • Any number of Deathwatch Terminators can each have their storm bolter and power fist replaced with one of the following: 2 lightning claws; 1 thunder hammer and 1 storm shield. • Any Veteran Biker can be equipped with one of the following: 1 bolt pistol; 1 Astartes chainsword; 1 power axe; 1 power maul; 1 power sword. • Any number of Vanguard Veterans can each have their bolt pistol replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list; 1 storm shield (maximum 1 per model). • Any number of Vanguard Veterans can each have their Astartes chainsword replaced with one of the following: 1 weapon from the Pistols list; 1 weapon from the Melee Weapons list; 1 storm shield (maximum 1 per model). • Any number of Vanguard Veterans can each have their bolt pistol and Astartes chainsword replaced with 1 heavy thunder hammer. • All of the Vanguard Veterans in the unit can be equipped with 1 jump pack each (Power Rating +1).
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ABILITIES | |
ABILITIES |
Angels of Death, Combat Squads, Mixed Unit Kill Team Abilities:
Kill Team Keywords:
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ABILITIES (Black Shield only) | |
ABILITIES (Black Shield only) |
Black Shield: If a Black Shield is equipped with two melee weapons from the Deathwatch Equipment list, increase its Attacks characteristic to 4.
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ABILITIES (Deathwatch Terminator only) | |
ABILITIES (Deathwatch Terminator only) |
Teleport Strike Crux Terminatus: Every model in this unit has a 5+ invulnerable save.
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ABILITIES (Veteran Biker only) | |
ABILITIES (Veteran Biker only) |
Turbo-boost: Each time Veteran Biker Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
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FACTION KEYWORDS: IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH | |
KEYWORDS: INFANTRY, CORE, KILL TEAM, PROTEUS |
Specialised kill teams within a Kill Team Strike Force eliminate their chosen prey with extreme prejudice.
When the fighting is at its fiercest, the Terminator-armoured warriors of the Chapter truly show their quality.
Blessed with incredible strength, Space Marines deliver blows that inflict terrifying damage.
Regardless of their origins, all Black Shields fight with a grim and stubborn fury to prove their loyalty to the Imperium.
Some veterans have served many vigils, and though they have risen to high ranks within their own Chapter will gladly return to the Deathwatch at a lower position.
In missions with certain classes of extremis threat rating, the wardens of the Black Vault may grant an exceptional artefact to a veteran warrior of proven skill in the eradication of the xenos.
A measured advance allows Space Marines to unleash a steady stream of fire.
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
Space Marine riders and pilots rely on their post-human reflexes to weave around incoming fire.
Space Marines with jump packs crash into combat with bonebreaking force.
Space Marine pilots receive advanced training in handling their vehicles, and have preternatural reaction speeds.
The battle-brothers of the Deathwatch hail from many different Space Marine brotherhoods, resulting in the combination of many doctrines and tactics to use against the xenos threat.
A measured advance allows Space Marines to unleash a steady stream of accurate fire on the move.
Deathwatch bikers are fierce hunters of the most evasive xenos.
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
With a blaze of jump pack exhaust, the foe can be driven back and the mobile warriors’ brothers given space to unleash death.
Site-to-site battlefield teleportation is a rare capability indeed, used only by the Deathwatch in extreme situations.
Individual shells are loaded when optimised volleys are required.
Amongst the rarest forms of special issue ammunition available to the Deathwatch, these bolts are handed out, a few each, to warriors sent on investigative missions, lest they encounter a foe their usual wargear cannot best.
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
Melta bombs are fusion charges designed to burn through an armoured hull in a matter of seconds.
Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bolt pistol | ||||||
Bolt pistol | 12" | Pistol 1 | 4 | 0 | 1 | - |
Deathwatch boltgun | ||||||
Deathwatch boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | Special-issue Ammunition |
Special-issue Ammunition | ||||||
Deathwatch combi-flamer | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Deathwatch combi-flamer | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | Special-issue Ammunition |
Special-issue Ammunition | ||||||
- Flamer | ||||||
- Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Deathwatch combi-grav | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Deathwatch combi-grav | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | Special-issue Ammunition |
Special-issue Ammunition | ||||||
- Grav-gun | ||||||
- Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Deathwatch combi-melta | ||||||
Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Deathwatch combi-melta | Before selecting targets, select one or both of the profiles below to make attacks with. If you select both, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | Special-issue Ammunition |
Special-issue Ammunition | ||||||
- Meltagun | ||||||
- Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Deathwatch combi-plasma | ||||||
Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | ||||||
Deathwatch combi-plasma | Before selecting targets, select one or two of the profiles below to make attacks with (you can only select one of the plasma gun profiles). If you select two, then each time an attack is made with this weapon this phase, subtract 1 from that attack’s hit roll. | |||||
- Boltgun | ||||||
- Boltgun | 24" | Rapid Fire 1 | 4 | 0 | 1 | Special-issue Ammunition |
Special-issue Ammunition | ||||||
- Plasma gun (standard) | ||||||
- Plasma gun (standard) | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Plasma gun (supercharge) | ||||||
- Plasma gun (supercharge) | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Flamer | ||||||
Flamer | 12" | Assault D6 | 4 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Grav-gun | ||||||
Grav-gun | 18" | Rapid Fire 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Grav-pistol | ||||||
Grav-pistol | 12" | Pistol 1 | 5 | -3 | 1 | Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. |
Each time an attack made with this weapon is allocated to a model with a Save characteristic of 3+ or better, that attack has a Damage characteristic of 2. | ||||||
Hand flamer | ||||||
Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Hand flamer | ||||||
Hand flamer | 12" | Pistol D6 | 3 | 0 | 1 | Each time an attack is made with this weapon, that attack automatically hits the target. |
Each time an attack is made with this weapon, that attack automatically hits the target. | ||||||
Inferno pistol | ||||||
Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Inferno pistol | ||||||
Inferno pistol | 6" | Pistol 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Meltagun | ||||||
Meltagun | 12" | Assault 1 | 8 | -4 | D6 | Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. |
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. | ||||||
Plasma gun | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma gun | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 24" | Rapid Fire 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 24" | Rapid Fire 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Plasma pistol | ||||||
Before selecting targets, select one of the profiles below to make attacks with. | ||||||
Plasma pistol | Before selecting targets, select one of the profiles below to make attacks with. | |||||
- Standard | ||||||
- Standard | 12" | Pistol 1 | 7 | -3 | 1 | - |
- Supercharge | ||||||
- Supercharge | 12" | Pistol 1 | 8 | -3 | 2 | If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. |
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon. | ||||||
Storm bolter | ||||||
Storm bolter | 24" | Rapid Fire 2 | 4 | 0 | 1 | - |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Astartes chainsword | ||||||
Astartes chainsword | Melee | Melee | User | -1 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. |
Each time the bearer fights, it makes 1 additional attack with this weapon. | ||||||
Lightning claw | ||||||
Lightning claw | Melee | Melee | User | -2 | 1 | Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. |
Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll. | ||||||
Power axe | ||||||
Power axe | Melee | Melee | +2 | -2 | 1 | - |
Power fist | ||||||
Power fist | Melee | Melee | x2 | -3 | 2 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
Power maul | ||||||
Power maul | Melee | Melee | +3 | -1 | 1 | - |
Power sword | ||||||
Power sword | Melee | Melee | +1 | -3 | 1 | - |
Thunder hammer | ||||||
Thunder hammer | Melee | Melee | x2 | -2 | 3 | Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. |
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll. | ||||||
+5 Xenophase blade | ||||||
+5 Xenophase blade | Melee | Melee | +1 | -4 | 1 | Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. |
Each time an attack is made with this weapon, invulnerable saving throws cannot be made against that attack. |
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Frag grenades used in the following datasheets:
Krak grenades used in the following datasheets:
Space Marines stand unafraid before the terrors of the galaxy.
Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.The INFANTRY keyword is used in the following Space Marines datasheets:
The CENTURION keyword is used in the following Space Marines datasheets:
The TERMINATOR keyword is used in the following Space Marines datasheets:
The BIKER keyword is used in the following Space Marines datasheets:
To a Space Marine, the boltgun is more than a weapon - it is an instrument of Mankind’s divinity, the bringer of death to his foes.
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the number of attacks if any of the following apply:The Adeptus Astartes are elite troops who strike with the fury of a thunderbolt. Few opponents can withstand this onslaught.
Each time this unit fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of models in this unit.The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The datasheets using AGENT OF THE IMPERIUM keyword can be found in the following Factions:
Imperium: Adepta Sororitas, Agents of the Imperium, Imperial Knights, Inquisition.The AGENT OF THE IMPERIUM keyword is used in the following datasheets:
The datasheets using UNALIGNED keyword can be found in the following Factions:
Unaligned: Unaligned.The UNALIGNED keyword is used in the following datasheets:
When the Adeptus Astartes fight, they employ a set of combat doctrines to eliminate the enemy. After pounding the foe with heavy weapons, warriors advance to lay down a hail of bolter fire before charging forth with chainswords roaring to finish the foe.
If every unit from your army has the ADEPTUS ASTARTES keyword (excluding AGENT OF THE IMPERIUM and UNALIGNED units), this unit gains a bonus (see below) depending on which Combat Doctrine is active for your army. During the first battle round, the Devastator Doctrine is active for your army. From the second battle round onwards, at the start of the battle round, you can change which Combat Doctrine is active for your army, as follows:The Codex Astartes explains in detail the strategic value of overwhelming firepower applied to key targets at the optimal time in order to eliminate threats and create tactical openings.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Heavy and Grenade weapon that models in this unit are equipped with by 1.As the warring armies close upon one another and vicious firefights erupt, the Codex lays out strategies for swiftly seizing the initiative and combining versatility with firepower.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Rapid Fire and Assault weapon that models in this unit are equipped with by 1.The Codex Astartes leaves no doubt that the killing blow in most engagements must be delivered with a decisive close-quarters strike. It presents plentiful tactical means to achieve this end.
While this combat doctrine is active, improve the Armour Penetration characteristic of every Pistol and Melee weapon that models in this unit are equipped with by 1.Space Marines are amongst the finest warriors in the Imperium.
This unit has the following abilities, which are described below: And They Shall Know No Fear; Bolter Discipline; Shock Assault; Combat Doctrines.The IMPERIUM keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and BIKER keywords are used in the following Space Marines datasheets:
The LAND SPEEDER keyword is used in the following Space Marines datasheets:
The STORM SPEEDER keyword is used in the following Space Marines datasheets:
Bolt pistol used in the following datasheets:
The INFANTRY keyword is used in the following Space Marines datasheets:
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The ADEPTUS ASTARTES and INFANTRY keywords are used in the following Space Marines datasheets:
Grav-gun used in the following datasheets:
The DEATHWATCH and INFANTRY keywords are used in the following Space Marines datasheets:
The DEATHWATCH and DREADNOUGHT keywords are used in the following Space Marines datasheets:
The DEATHWATCH and BIKER keywords are used in the following Space Marines datasheets:
Space Marine strike cruisers and battle barges contain baroque chambers fitted with ancient technologies that can teleport the Angels of Death into the very heart of battle.
During deployment, if every model in this unit has this ability, then you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.The Deathwatch utilise a range of specialised bolt shells in many of their weapons. From rounds that douse their targets in acid to hollow shells filled with superheated gas, each type is designed to eliminate specific xenos foes.
Each time a unit is selected to shoot, if it contains any models that are equipped with a weapon with this ability, then before you select any targets, each weapon with this ability can fire special-issue ammunition. If any do, select one of the ammunition types below for that weapon; until the end of the phase, each time that weapon is fired, apply the modifiers and abilities associated with that special-issue ammunition:The Angels of Death launch their attack from all directions. Troops equipped with jump packs and grav-chutes descend from the heavens, guns blazing as they slam into battle.
During deployment, if every model in this unit has this ability, then you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, then in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.This datasheet has Troops Battlefield Role. Full list of Space Marines units sharing same Battlefield Role follows:
Space Marine squads can break down into smaller, tactically flexible formations known as combat squads.
At the start of deployment, before any units have been set up, if this unit contains the maximum number of models that it can, then it can be split into two units containing as equal a number of models as possible. When splitting a unit using this ability, make a note of which models form each of the two new units.The CORE keyword is used in the following Space Marines datasheets:
ARTIFICER ARMOUR
Crafted by the finest artificers to the highest specifications, these ornate suits of armour provide superior protective capabilities that rival even Terminator plate. Some are engraved with depictions of the vile creatures the wearer has struck down during his long vigil.
The bearer has a Save characteristic of 2+ and has a 5+ invulnerable save.MASTER-CRAFTED WEAPON
Worked upon by the watch fortress’ experienced Techmarines, occupying the entire lives of mortal artificers and calibrated by specially sanctioned tech-magi, these priceless weapons are commissioned to honour the confirmed eradication of especially significant xenos horrors.
When you select this Relic, select one weapon the bearer is equipped with (this cannot be a Relic or a weapon whose profile includes the word 'master-crafted’). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.DIGITAL WEAPONS
Digital weapons are concealed armaments fitted into ornamentation, bionic implants or the knuckles of a power-armoured gauntlet. Some fire high-powered lasers, toxin-coated nano-needles or far less common ammunition; the Deathwatch possess a great deal of undisclosed technology.
Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile. Each time you make that attack, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.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. Some of her finest creations are still extant, housed within ammunition clips chased in platinum. Whatever the nature of the foe, just one of Eryxias Banebolts, when delivered to the centre mass, can slay its target in a second.
When you select this Relic, select one bolt weapon the bearer is equipped with. When that model is chosen to shoot with, if it does not fire special-issue ammunition, you can choose for that weapon to fire a Banebolt of Eryxia. If you do, you can only make one attack with that weapon, but that attack has a Strength characteristic of 6, an AP characteristic of -2 and a Damage of 3.ARTIFICER BOLT CACHE
The greatest hunters of the Deathwatch may be gifted with autocalibrated bolts of exquisite and varied lethality, each uniquely forged for their personal weapons.
Bolt weapons that the bearer is equipped with gain the Special-issue Ammunition ability.The FLY keyword is used in the following Space Marines datasheets:
The JUMP PACK keyword is used in the following Space Marines datasheets:
The ADEPTUS ASTARTES and JUMP PACK keywords are used in the following Space Marines datasheets:
The DEATHWATCH and JUMP PACK keywords are used in the following Space Marines datasheets:
The INDOMITOR and KILL TEAM keywords are used in the following Space Marines datasheets:
The PROTEUS and KILL TEAM keywords are used in the following Space Marines datasheets:
Heavy bolter used in the following datasheets: