Fandex: Deathwatch NOTES AND CONTACT:

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1 Fandex: Deathwatch NOTES AND CONTACT: This is an unofficial document and is in no way endorsed by Games Workshop. Feel free to contact me at for any information, criticism or suggestions regarding this document to include, though not limited to, wording, point values, clarity or any other matters. Additionally, if you have any art that you would like to include in this document, including photos of minis, please feel free to contact me. Thank you for reading.

2 FORCES OF THE DEATHWATCH The following section includes background and rules information that describe the forces used by the Deathwatch their warriors, their vehicles, and the characters that lead them to battle. The datasheets will enable you to forge your collection of Deathwatch miniatures into an army ready to fight battles in your games of Warhammer 40,000. DATASHEETS Each Deathwatch unit in this book has a datasheet. Each datasheet contains a detailed description of the unit along with all the rules information that you will need to use that unit in your games of Warhammer 40,000.

3 DEATHWATCH WARGEAR LIST These lists detail the points values of various items of wargear available to units in your army. Many unit entries in the army list that follows may include wargear options from one or more of these lists in each instance, the Army List Entry will tell you (in bold text) exactly which of these lists you may use. RANGED WEAPONS A model may replace any weapon with one of the following: Storm bolter 3 pts Boltgun with special issue ammunition 5 pts Grav-pistol 15 pts Plasma pistol 15 pts MELEE WEAPONS A model may replace his chainsword with one of the following: Power weapon 15 pts Lightning claw 15 pts Power fist 25 pts Thunder hammer 30 pts HEAVY WEAPONS A model may replace his hesh pattern boltgun with one of the following: Heavy bolter 10 pts Heavy flamer 10 pts Multi-melta 10 pts Heavy bolter with specialist shells 15 pts Missile launcher with krak and frag missiles 15 pts - May also take flakk missile 10 pts Plasma cannon 15 pts Lascannon 20 pts SPECIAL WEAPONS A model may replace his hesh pattern boltgun with one of the following: Flamer 5 pts Hand flamer 10 pts Meltagun 10 pts Combi-flamer, -grav, -melta or -plas with special issue ammunition 15 pts Grav-gun 15 pts Infernus pistol 15 pts Plasmagun 15 pts SPECIAL ISSUE WARGEAR A model may take any of the following: Melta bombs 5 pts Signum 5 pts Digital weapons 10 pts Oculus signum 10 pts Jokaero craftsmanship 15 pts Photon flash grenade 15 pts Rad grenades 15 pts Storm shield 15 pts Artificer armor 20 pts DREADNOUGHT WEAPONS Twin-linked autocannon 5 pts Twin-linked heavy bolter 5 pts Twin-linked heavy flamer 5 pts Plasma cannon 10 pts Assault cannon 20 pts Twin-linked lascannon 25 pts

4 TERMINATOR WEAPONS A model wearing Terminator armor may replace his avatus pattern storm bolter with one of the following: Combi-flamer, -melta, or -plasma with special issue ammunition 5 pts Lightning claw 5 pts Thunder hammer 20 pts A model wearing Terminator armor may replace his power weapon with one of the following: Lightning claw 5 pts Storm shield 5 pts Power fist 10 pts Chainfist 15 pts Thunder hammer 15 pts VEHICLE EQUIPMENT A model may take up to one of each of the following: Dozer blade¹ 5 pts Storm bolter 5 pts Hunter-killer missile 10 pts Extra armor 10 pts ¹May not be taken by a Land Raider of any type. XENOTECH ARMORY Items may only be taken by models with the Xenotech Armory or Overseer of the Armory special rules. D-Scythe Gauss Cannon Kustom Mega-Blasta Ossefactor Smart Missile System RELICS Only one of each Relic may be taken per army. A model may replace any weapon with any of the following: Mantle of Saint Meer¹ 20 pts Lustration 25 pts Rend and Shatter 25 pts Xenos artifact RTMV pts Guardian bolt pistol 30 pts Direblade of Victus 35 pts ¹A model taking the Mantle of Saint Meer does not have to replace a weapon.

5 HQ WATCH CAPTAIN 100 Points WS BS S T W I A Ld Sv Watch Captain UNIT TYPE: Infantry (Character) UNIT COMPOSITION: 1 Watch Captain SPECIAL RULES: And They Shall Know No Fear Grit Bound By Oath Independent Character WARGEAR: Power armor Hesh pattern boltgun Frag grenades Krak grenades Chainsword Iron halo OPTIONS: May take items from the Ranged Weapons, Melee Weapons, Special Issue Wargear or Relics list May replace any weapon for a relic blade 25 pts The unit select any Dedicated Transport May replace his power armor, chainsword, and hesh pattern boltgun with terminator armor, power sword, and avatus pattern storm bolter 30 pts A Watch Captain in terminator armor may only take items from the Terminator Weapons, Special Issue Wargear, and Relics lists A unit that does not select a Dedicated Transport may take a revenant gateway 50 pts A Deathwatch Watch Captain is a Veteran Space Marine officer of the Deathwatch who commands an entire company of Astartes composed of formidable Kill Teams. These charismatic heroes must be able to win the confidence and respect of their Battle-Brothers in both triumph and adversity. A company of Deathwatch Space Marines can defeat seemingly insurmountable odds under their Watch Captain's command, the individual prowess of the Battle- Brothers magnified a hundredfold when coordinated by the ferocious tactical acumen of their leader. Watch Captains are also raised from Battle-Brothers who have served in the ranks of the Kill Teams with great distinction and undertaken many Vigils in the Long Watch. A particularly skilled xenoshunter may be called to duty with the Deathwatch repeatedly. Eventually such a renowned Battle- Brother may be afforded the honor of assuming the rank of Watch Captain and leading the Kill Teams he has fought as a part of for so long. Ultimately, the burden of command falls upon the shoulders of the Battle- Brother who is judged the most apt to bear it by his peers and superiors, regardless of his former role and Chapter of origin.

6 HQ DEATHWATCH CHAPLAIN 100 Points WS BS S T W I A Ld Sv Deathwatch Chaplain UNIT TYPE: Infantry (Character) UNIT COMPOSITION: 1 Deathwatch Chaplain WARGEAR: Power armor Hesh pattern boltgun Frag grenades Krak grenades Crozius arcanum Rosarius SPECIAL RULES: And They Shall Know No Fear Grit Bound By Oath Zealot Independent Character OPTIONS: May take items from the Ranged Weapons, Special Issue Wargear or Relics list The unit select any Dedicated Transport May replace his power armor and hesh pattern boltgun with terminator armor and avatus pattern storm bolter 30 pts A Deathwatch Chaplain in terminator armor may only take items from the Special Issue Wargear and Relics lists A unit that does not select a Dedicated Transport may take a revenant gateway 50 pts Note: A Deathwatch Chaplain may not replace his crozius arcanum. A Deathwatch Chaplain is the spiritual leader of the Deathwatch who ministers to the spiritual well-being of their brother Space Marines in that Chamber Militant of the Ordo Xenos. They are consummate warriors who lead from the front as awe-inspiring warrior-priests, engaging where the fight is fiercest and praising the Emperor through the destruction of His enemies. These individuals are the wisest and fiercest members of the Deathwatch, mighty heroes who have demonstrated their own enduring devotion and uncompromising zeal on countless occasions. Not only are Deathwatch Chaplains fierce combatants, they are also dedicated scholars of the various traditions, histories and beliefs of a thousand different Space Marine Chapters. For it is their duty to minister to Battle-Brothers of other Chapters in the Deathwatch, many which have long-standing rivalries and past antagonisms. Exposed to the constant terrors and threat of the xenos, a Deathwatch Chaplain must always stand ready to renew a Battle-Brother's devotion when he falters, and to remind him of his duty and his vows when hope seems lost.

7 HQ LEXICANUM 75 Points WS BS S T W I A Ld Sv Lexicanum UNIT TYPE: Infantry (Character) UNIT COMPOSITION: 1 Lexicanum WARGEAR: Power armor Hesh pattern boltgun Frag grenades Krak grenades Force weapon Psychic hood SPECIAL RULES: And They Shall Know No Fear Grit Bound By Oath Psyker (Mastery Level 1) Independent Character PSYKER: A Lexicanum generates powers from Biomancy, Telekenesis, Telepathy, and Daemonology. OPTIONS: May be upgraded to Psyker (Mastery Level 2) 25 pts May take items from the Ranged Weapons, Melee Weapons, Special Issue Wargear or Relics list May replace any weapon for a relic blade 25 pts The unit select any Dedicated Transport May replace his power armor, chainsword, and hesh pattern boltgun with terminator armor, power sword, and avatus pattern storm bolter 30 pts A Lexicanum in terminator armor may only take items from the Terminator Weapons, Special Issue Wargear, and Relics lists A unit that does not select a Dedicated Transport may take a revenant gateway 50 pts A Deathwatch Lexicanum is a powerful psyker who has been seconded to perform a Vigil. These powerful individuals are Space Marines born with innate psychic abilities, able to wield the powers of the Warp against the foes of Mankind. Most of the Librarians called to serve in the Deathwatch hold the rank of Lexicanium, the most junior of the four ranks of the Space Marines combat psykers. They are nonetheless warriors of fearsome ability and renown. Lexicanum fulfill a number of roles within the Deathwatch. Chief amongst them is that of the combat psyker. By focusing his prodigious psychic powers, the Lexicanum is able to unleash withering blasts of searing Warp energy at his foe, reducing them to ashes with but a thought. Often, the energies are directed and multiplied through the blade of a Force Sword, with which even the mightiest of foes will be cut down as wheat before the scythe. Death can be unleashed from afar as well, for the Lexicanum is able to project his powers at distant enemies, launching deadly bolts from a staff, an outstretched hand, or through his very gaze. The only limit on a Librarian s powers is his own will, and this is as strong as any of the Imperium s mightiest heroes.

8 HQ MASTER OF THE FORGE 100 Points WS BS S T W I A Ld Sv Master of the Forge UNIT TYPE: Infantry (Character) UNIT COMPOSITION: 1 Master of the Forge WARGEAR: Artificer armor Hesh pattern boltgun Bolt pistol Frag grenades Krak grenades Servo-harness SPECIAL RULES: And They Shall Know No Fear Grit Bound By Oath Independent Character Blessings of the Omnissiah In each of your Shooting phases, instead of firing his weapons, a character with this special rule may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add the following modifiers where applicable: Each servitor with a servo-arm in the character s unit - +1 The character has a servo-harness - +1 If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately Bolster Defences After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this may not be one you have purchased as part of your army). The terrain piece s cover save is increased by one for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once. Overseer of the Armory Each Watch Fortress maintains a an armory of xeno weapons. Often studied under controlled conditions, occasionally radical members of the Deathwatch seek to wield them in combat. Often these are strictly regulated, but a Master of the Forge is often given free reign to test any weapon he'd care to. A Master of the Forge that takes this upgrade may replace his servo-harness and hesh pattern boltgun with any weapon from the Xenotech Armory list.

9 OPTIONS: May take items from the Ranged Weapons, Melee Weapons, Special Issue Wargear or Relics list May replace servo-harness and hesh pattern boltgun with a conversion beamer 20 pts May take the Overseer of the Armory special rule 25 pts The unit select any Dedicated Transport A unit that does not select a Dedicated Transport may take a revenant gateway 50 pts A Forge Master oversees the manufacture and maintenance of Deathwatch armaments of all kinds in a particular Watch Fortress. A Forge Master must also deal with all manner of xenotech captured by Kill-teams on their missions, studying, categorising and determining its potential value or threat. A Forge Master is commonly a close confidante of the Watch Commander and acts as a central cog in the functioning of the whole Watch Fortress and its associated Kill-teams. Whether in a Watch Fortress or out on a mission, the Forge Master's position is one of the gravest responsibility, for Kill-teams rely on the quality of the Forge Master's work in environments where a single faulty bolt round or inoperable Vox receiver could spell disaster. To achieve the rank of Forge Master, the Techmarine must have demonstrated tremendous skill in the arts of the forge as well as the arts of war. Not all Techmarines show great affection towards xenos technology; indeed many find it repugnant in the extreme. This is seen as no barrier to them becoming a Forge Master; many Forge Masters are acerbic Imperial Puritans who vehemently hate all things alien. However, a Forge Master must grasp the tainted paths of xenos technology on some level so that they can ultimately dispose of its malevolence successfully. Such xenotech may include anything from individual artefacts that can be returned to the Watch Fortress to monumental war engines that must be examined in situations on some alien world or starship. Working in concert with the Ordo Xenos, it is the Forge Master's lot to pass judgment on the artefacts he surveys. He must decide whether some element of the alien science he sees may be blessed by the Omnissiah despite its unfamiliar guise, or whether the foul taint of the xenos is so perniciously woven into an artefact s very fabric that it must be destroyed.

10 HQ TECHMARINE 60 Points For each HQ choice in your army (not including other Techmarines or Servitors) you may include a Techmarine. These selections do not use up a Force Organization slot. WS BS S T W I A Ld Sv Techmarine UNIT TYPE: Infantry (Character) UNIT COMPOSITION: 1 Techmarine WARGEAR: Artificer armor Hesh pattern boltgun Bolt pistol Frag grenades Krak grenades Servo-arm SPECIAL RULES: And They Shall Know No Fear Grit Bound By Oath Independent Character Blessings of the Omnissiah See Master of the Forge Bolster Defences See Master of the Forge Xenotech Armory Each Watch Fortress maintains a an armory of xeno weapons. Often studied under controlled conditions, occasionally radical members of the Deathwatch seek to wield them in combat. A Master of the Forge will often assign an unfamiliar piece of Xenotech to a Techmarine to study in the field. For every Techmarine with this special rule, roll a D6 and consult the following chart. Replace that model's hesh pattern boltgun and servo-arm with the appropriate weapon from the Xenotech Armory list. 1: D-Scythe 2: Gauss Cannon 3: Kustom Mega-Blasta 4: Ossefactor 5: Smart Missile System 6: Select one.

11 OPTIONS: May take items from the Ranged Weapons, Melee Weapons or Special Issue Wargear lists May replace servo-arm with a servo-harness 25 pts May take the Xenotech Armory special rule 25 pts A Deathwatch Techmarine is highly valued for the important role that he performs in the Deathwatch. A Techmarine's skills in the operation of machines and techno-arcana are an asset to the day-to-day operations of the Long Watch and the advanced technology the Deathwatch has access to within the Vaults at the heart of each Watch Fortress. These weapons and wargear are known to be more exotic than even the rare Conversion Beamer. Many are unique, and all are sealed within the Vault at the heart of each Watch Fortress. Just as the Librarian has exclusive access to the reams of forbidden knowledge in each of these archives, so the Deathwatch Techmarine keeps his portion of the Vault sealed to all but his fellow Techmarines. There are weapons kept within the Vault the likes of which are thought to be unique in the galaxy, their secrets impenetrable even to the highestranking Tech-priests of Mars. Schooled in the forbidden knowledge of the Omnissiah, Techmarines are individuals that displayed an affinity for the operation of machines as Aspirants. They undergo special trials and tests after their induction into their parent Chapter to discern their suitability to receive additional training under the auspices of the Adeptus Mechanicus. Upon their ascension to the status of a full Battle- Brother, those judged worthy are despatched to a Forge World of the Adeptus Mechanicus -- perhaps even to Mars itself, where they are inducted into the secrets of the Machine Cult. Upon their eventual return to their Chapter, the Space Marine has learned not only the operation of all manner of machinery, but also how to convene with the Machine Spirits themselves, how to undertake repairs of aggrieved or wounded machines, and even how to construct new ones. This terrible knowledge weighs heavily upon the newly created Techmarine, and in many ways sets him apart from the ranks of his brothers. Yet, despite his induction into the most secret of arts, he is at his core, and shall always be, a Space Marine.

12 HQ SERVITORS 10 Points You may include one unit of Servitors for each Techmarine or Master of the Forge in your army. These selections do not use up a Force Organization slot. WS BS S T W I A Ld Sv Servitor UNIT TYPE: Infantry UNIT COMPOSITION: 1 Servitor WARGEAR: Servo-arm SPECIAL RULES: Bound By Oath Mindlock: Unless it also contains a Master of the Forge or Techmarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of their following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves. OPTIONS: May include up to four additional Servitors 10 pts/model Up to two Servitors may replace their servo-arms with a: Heavy bolter or multi-melta 10 pts/model Plasma cannon 20 pts/model Servitors are mindless cybernetic drones created from a fusion of human flesh and robotic technology used to carry out simple, manual tasks across the Imperium of Man. While many Servitors are genetically-engineered, vat-grown sub-human clones or replicaecreated by the Adeptus Mechanicus from human genomes who have their bionic implants installed after "birth," others were once truly human, usually criminals who fell afoul of Imperial Law, particularly a person who has offended or damaged the Adeptus Mechanicus. These unfortunate criminals will be sentenced to Servitude Imperpituis by the Arbitrators or Judges of the Adeptus Arbites and will be handed over to the Mechanicus' Techpriests to be mind-wiped, reprogrammed, and cybernetically-enhanced to serve some specific, rudimentary function. Servitors are generally mindless, semi-organic robots, possessing only the most basic of instincts, though some are fully capable of speech if such functions and knowledge are programmed into them. Their brains are programmed to perform only the task they were designed for, whether that be maintenance, construction, or even warfare. The altered and fragmented brain of a Servitor functions poorly unless constantly supervised. Most will eventually go into a state of mindlock, babbling incoherent nonsense as the Servitor tries to assert some form of control over its functions.

13 Troops DEATHWATCH KILL TEAM 76 Points WS BS S T W I A Ld Sv Deathwatch Marine Deathwatch Sergeant UNIT TYPE: Infantry Deathwatch Sergeant is Infantry (Character) UNIT COMPOSITION: 2 Deathwatch Marine 1 Deathwatch Sergeant WARGEAR: Power armor Hesh pattern boltgun Chainsword Frag grenades Krak grenades SPECIAL RULES: And They Shall Know No Fear Bound By Oath Grit Training Protocols: Kill Teams are all subject to a grueling training regimen that covers all aspects of combat ranging from boarding actions to tactica. Even with such diverse training, however, individual Kill Teams generally thrive in one specific situation or another. Each Kill Team selects one of the following protocols. All models in that Kill Team benefit from the special rules listed. You must let your opponent know what protocol each Kill Team has taken. Purge The Alien Furious Charge. Attacks made with chainswords gain Rend. Any model may replace its bolt pistol for a chainsword free of cost. Shoot To Kill May reroll all To Hit rolls of 1 made with bolt pistols, boltguns, hesh pattern boltguns, storm bolters, heavy bolters, and combi-weapons fired as boltguns. This rule includes special issue ammunition and specialist shells. Stand Your Ground Reroll missed Overwatch, Stubborn, Counter Attack Close And Engage Scout, Crusader, Move Through Cover

14 OPTIONS: May include up to 5 additional Deathwatch Marines 22 pts/model Any Deathwatch Marine may exchange any weapon for items from the Ranged Weapons list Up to two Deathwatch Marines may take items from the Special Weapons list Up to two different Deathwatch Marines may take items from the Heavy Weapons list Up to two different Deathwatch Marines may take items from the Melee Weapons list One Deathwatch Marine that has not yet taken an upgrade may exchange his hesh pattern boltgun for a narthecium 20 pts Any model may take suspensors 10 pts The Deathwatch Sergeant may take items from the Ranged Weapons, Melee Weapons, or Special Issue Wargear lists The unit select any Dedicated Transport A unit that does not select a Dedicated Transport may take a revenant gateway 50 pts The Deathwatch Space Marines serve the Ordo Xenos of the Imperial Inquisition as its Chamber Militant, the warriors of last resort when the Inquisition needs access to firepower greater than the Imperial Guard or a team of its own Acolytes or even Throne Agents can provide. Across the galaxy there are innumerable hostile alien civilizations that threaten Mankind, from the green-skinned Orks, to the monstrous Tyranids, sadistic Dark Eldar, spectral C'tan, and undying Necrons. It is the sacred task of the Deathwatch to stand sentry against all of these terrible xenos races. They are ready to act when such ancient evils rise to threaten Mankind once more. The Space Marines of the Deathwatch form the first, and often only, line of defense against these inhuman horrors. Unlike other Space Marines, the Deathwatch are not truly a separate Chapter of the Adeptus Astartes; rather, they are a collection of Veteran Space Marines drawn from all of the different extant Chapters who serve together in the Inquisition's service for a discrete period of time. To be chosen by one's Chapter to serve in the Deathwatch is a great honor for any Space Marine, as only the most elite and experienced members of a Chapter are ever chosen for this extremely hazardous tour of duty, the specifics of which must be kept secret by Inquisitorial order and sacred oath even from a Deathwatch Astartes' home Chapter. Deathwatch Space Marines do not usually form the standard tactical groups like squads and companies generally used by the Adeptus Astartes. Instead, they operate as small special forces units in close-knit groups of specialists called Kill Teams. If a xenos threat is particularly dangerous, several Kill Teams may be assigned to deal with it, but if the threat is still too much for even the Deathwatch to handle, the Inquisition will be forced to turn to a full Space Marine Chapter or to multiple regiments of the Imperial Guard to deal with it. In general, if a group of Deathwatch Kill Teams cannot deal with a xenos incursion, that means that the Imperium has a major conflict on its hands and must deploy a full range of its military forces to meet the threat.

15 Dedicated Transport RHINO 35 Points Armor BS F S R HP Rhino UNIT TYPE: Vehicle (Tank, Transport) UNIT COMPOSITION: 1 Rhino WARGEAR: Storm bolter Searchlight Smoke launchers SPECIAL RULES: Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point. TRANSPORT: Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky, or Extremely Bulky special rules. Fire Points: Two models can fire from the Rhino's top hatch. Access Points: The Rhino has one Access Point on each side of the hull and one at the rear. OPTIONS: May take thunderhawk insertion 10 pts May take items from the Vehicle Equipment list. With an optimal balance of armor, transport capacity and manoeuvrability, the Rhino has borne Space Marines into battle ever since the dawn of the Great Crusade. As with much of the technology employed by the Imperium, it has changed little in the intervening millennia, Rhinos form a permanent part of every fighting force, with each squad having one on standby. One of the Rhino s great triumphs is its ease of assembly and adaptability. The core aspect of its design is its durability and ease of repair, and most Rhinos contain rudimentary self-repair systems. As a result, many Rhinos have remained in service for thousands of years. Indeed, the majority of other armored tanks utilised by Space Marine Chapters are broadly based upon the Rhino s versatile chassis.

16 Dedicated Transport RAZORBACK 55 Points Armor BS F S R HP Razorback UNIT TYPE: Vehicle (Tank, Transport) UNIT COMPOSITION: 1 Razorback WARGEAR: Twin-linked heavy bolter Searchlight Smoke launchers TRANSPORT: Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky, or Extremely Bulky special rules. Fire Points: None. Access Points: The Razorback has one Access Point on each side of the hull and one at the rear. OPTIONS: May replace its twin-linked heavy bolter with one of the following: - Twin-linked heavy flamer Free - Twin-linked assault cannon 20 pts - Twin-linked lascannon 20 pts - Lascannon and twin-linked plasma gun 20 pts May take thunderhawk insertion 10 pts May take items from the Vehicle Equipment list. The Razorback is a heavily armed variant of the Rhino Troop Transport that sacrifices a portion of its transport capacity for turret-mounted armament. The Razorback is a relatively recent addition to the armouries of the Space Marines. Despite the Razorback s proven effectiveness, some Chapters still regard it with distrust, claiming that it is new technology and still not sufficiently validated in battle. While this has a certain inherent logic the Razorback has been in use for a mere four thousand years, whilst the Rhino and Predator predate the Horus Heresy the fact that majority of Chapters have embraced the Razorback as a keystone of their operational doctrines serves to highlight this suspicious attitude as misguided.

17 Dedicated Transport DROP POD 35 Points Armor BS F S R HP Drop Pod UNIT TYPE: Vehicle (Open-topped, Transport) UNIT COMPOSITION: 1 Drop Pod WARGEAR: Storm bolter SPECIAL RULES: Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally. Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point. Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap. TRANSPORT: Transport Capacity: Ten models or one Dreadnought. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game. OPTIONS: May replace storm bolter with a deathwind launcher 15 pts May take a locator beacon 10 pts The Space Marines are known as the Angels of Death, and the title is never more appropriate than when they deploy from orbit using Drop Pods. Drop Pod assaults are the ultimate weapon of terror and surprise, aimed right at the heart of the foe. Scarcely have their smouldering hulls come to rest when their hatches blow and the occupants disembark to wreak havoc on wrongfooted enemies. Such is the velocity of their approach that there is little a foe can do to intercept them once launched: he can only wait for their arrival and cling to the misguided hope that his warriors can somehow withstand the righteous onslaught of the Adeptus Astartes. Drop Pods are fired from vessels in low orbit and use powerful retro burners to direct their approach to the target drop zone. Inside each Drop Pod, a squad of Space Marines or a Dreadnought is carried, protected from the incandescent rage of atmospheric re-entry by the Drop Pod s ceramite armour plating. Most Drop Pod assaults comprise only a handful of craft. However, it is not unknown for massive forces of the Deathwatch to drop in simultaneously, with a hundred or more Drop Pods descending like screaming harbingers of doom.

18 Elites DEATHWATCH TERMINATOR STRIKE TEAM 150 Points WS BS S T W I A Ld Sv Deathwatch Terminator Deathwatch Terminator Sergeant UNIT TYPE: Infantry Deathwatch Terminator Sergeant is Infantry (Character) UNIT COMPOSITION: 2 Deathwatch Terminator 1 Deathwatch Terminator Sergeant WARGEAR: Terminator armor Avatus pattern storm bolter Power sword Frag grenades Krak grenades SPECIAL RULES: And They Shall Know No Fear Grit Bound By Oath Titan Slayer: While all members of the Deathwatch are trained to take down machines of war and terrifying beasts, none are as well equipped as Terminator Strike Teams. The unit has Monster Hunter and Tank Hunter.

19 OPTIONS: May include up to 2 additional Deathwatch Terminators 50 pts/model Any Deathwatch Terminator may exchange any weapon for items from the Terminator Weapons list Up to two Deathwatch Terminators may choose one of the following options: - Replace their avatus pattern storm bolter with a heavy flamer 5 pts - Replace their avatus pattern storm bolter with an assault cannon 15 pts - Take a cyclone missile launcher 25 pts One Deathwatch Terminator that has not yet taken an upgrade may exchange his avatus pattern storm bolter for a narthecium 20 pts The Deathwatch Terminator Sergeant may take items from the Ranged Weapons, Terminator Weapons or Special Issue lists The unit may take a revenant gateway 50 pts Terminator Strike Teams have the honor of being assigned the most difficult missions with the toughest opponents, and as such, are always comprised of the most skilled Astartes. Terminator Strike Teams are given access to the finest weapons available: masterfully-crafted plasma weaponry and power blades, protective shields, relics of great renown and rare grenades. Most notably, the members are trained to make use of the Tactical Dreadnought armor, or Terminator armor as it's commonly known, that give the squad its name. To be permitted to don the revered Terminator armor, an Astartes must be highly honored, both in their home Chapter and in the Deathwatch. Terminator Armor is so rare and precious that it is only deployed in the most difficult and exceptional circumstances. Those so equipped know their mission is a vital one and that the eyes of their Battle Brothers will be upon them.

20 Elites DEATHWATCH DREADNOUGHT 165 Points Armor WS BS S F S R I A HP Deathwatch Dreadnought UNIT TYPE: Vehicle (Walker) UNIT COMPOSITION: 1 Deathwatch Dreadnought WARGEAR: Multi-melta Power fist with built-in storm bolter Searchlight Smoke launchers SPECIAL RULES: Even In Death: Heroes of the Imperium that fall in service of the Deathwatch fight for the Emperor, even in death. If the Deathwatch Dreadnought suffers a penetrating hit, roll 2d6 and pick the lowest for the Vehicle Damage table. The Emperor Protects: A veteran of countless campaigns, the warrior entombed within has seen, and survived, worse than this. The Deathwatch Dreadnought has a 5+ invulnerable save. OPTIONS: May replace storm bolter with heavy flamer 10 pts May replace power fist and built-in storm bolter with one of the following: - Missile launcher 10 pts - Twin-linked autocannon 15 pts May take extra armor 10 pts May take items from the Dreadnought Weapons list. May take a Drop Pod as a Dedicated Transport. Dreadnoughts are war incarnate, towering machines that advance forwards with thunderous strides, fiery death roaring from the myriad of heavy weapons mounted on their hulls. They are terrifying foes, fighting with all the skill and ferocity of a Space Marine, but combined with the durability and firepower of a battle tank. The pilot himself survives only as a tightly curled and shriveled organic component deep inside the Dreadnought, which is at once his reborn body and his tomb. Sustained and kept alive within the sarcophagus, the link between his physical being and the Dreadnought s systems is absolute and for the remainder of his life Venerable Dreadnoughts are amongst the oldest war machines fighting on the battlefields of the 41st Millennium. The memories of the ancient heroes who pilot them, the venerable Old Ones, can extend back to the founding of their Chapter and its earliest history. Thus they are revered by other Space Marines, not just as potent warriors of legend, but also as ageless forebears and living embodiments of battles fought long ago.

21 Fast Attack DEATHWATCH KILL MARINE 65 Points WS BS S T W I A Ld Sv Deathwatch Kill Marine UNIT TYPE: Infantry (Character) UNIT COMPOSITION: 1 Deathwatch Kill Marine WARGEAR: Power armor Stalker pattern boltgun Combat blade Frag grenades Krak grenades Defensive grenades SPECIAL RULES: And They Shall Know No Fear Acute Senses Scout Deadeye: The Kill Marines of the Deathwatch are legendary marksmen, often turning the tides of entire campaigns with a single shot. This model Precision Shots on rolls to hit of 4+. Primary Target: When a Kill Marine is dispatched, he is often given a specific target that he will pursue. The single mindedness and fervor of his hunt is unmatched, and that Kill Marine's mission is not complete until that target has been given the Emperor's Judgment. At the beginning of every game choose one enemy Character. Wounds assigned to this Character from the model with Primary Target have a -2 modifier to Look Out, Sir rolls to a minimum of 6+. Operate Alone A Kill Marine is a one man battle force, capable of bringing the light of the Emperor to his target without support. The Deathwatch Kill Marine cannot be joined by Independent Characters.

22 OPTIONS: May replace power armor with the Armor Latenter 10 pts May replace stalker pattern boltgun with an absolution pattern sniper rifle 10 pts A Deathwatch Kill Marine is a specially trained Battle-Brother of the Deathwatch who is skilled in solo operations and acts essentially as an Astartes special operations warrior. A Kill Marine is often sent to investigate and exterminate where possible or to call in backup where it is truly needed. Not every xenos-related threat demands the full deployment of a Kill Team. Sometimes, a mission may call for a more subtle approach, which can be handled by a lone, specially trained operative. These solo missions are the venue of the elite Astartes warriors known as Kill-marines. They are often sent in lieu of a Kill-team to investigate, and if necessary, exterminate a xenos threat or call in backup if the situation warrants it. Kill-marines are naturally denied the reliable supporting firepower of their Battle-Brothers and fall back on the stealth and infiltration techniques they first mastered as Scout Initiates to perform their duties. Scout Sergeants often make superlative Deathwatch Kill-marines with little additional training but these specialists are drawn from all ranks of the Deathwatch as needed.

23 Heavy Support LAND RAIDER 250 Points Armor BS F S R HP Land Raider UNIT TYPE: Vehicle (Tank, Transport) UNIT COMPOSITION: 1 Land Raider WARGEAR: Twin linked heavy bolter Two twin linked lascannons Searchlight Smoke launchers SPECIAL RULES: Assault Vehicle Power Of The Machine Spirit TRANSPORT: Transport Capacity: Ten models. Fire Points: None. Access Points: The Land Raider has one Access Point on each side of the hull and one at the front. OPTIONS: May take a multi-melta 10 pts May take thunderhawk insertion 10 pts May take items from the Vehicle Equipment list. The Land Raider s heritage predates even the Imperium, yet it remains one of the most destructive machines in the Space Marines arsenal. Protected by bonded ceramite and adamantium armour plating, the Land Raider is impervious to all bar the most devastating weaponry. Equally impressive are its own armaments two twin-linked lascannons and twin-linked heavy bolters allow the Land Raider to annihilate enemy vehicles and infantry squads alike. When combined with enough transport capacity for a full squad of Space Marines, the Land Raider is more like a mobile fortress than a mere tank. Although once produced in great numbers, there are now few forge worlds still able to manufacture them, making the Land Raider one of the Space Marines most valued weapons of war. This is not least because a Land Raider s machine spirit is so much stronger than that of lesser tanks. Indeed, the Techmarines believe that a substantial portion of the Omnissiah s essence resides within the Land Raider s impenetrable adamantium hull. Regardless of its value in matters of faith, the Land Raider s machine spirit is a weighty asset. It allows the Land Raider to function with a smaller number of crew than other vehicles of comparable size, and is capable of taking control of engines, weaponry or other systems as the situation permits.

24 Heavy Support LAND RAIDER CRUSADER 250 Points Armor BS F S R HP Land Raider Crusader UNIT TYPE: Vehicle (Tank, Transport) UNIT COMPOSITION: 1 Land Raider Crusader WARGEAR: Twin linked assault cannon Two hurricane bolters Frag assault launchers Searchlight Smoke launchers SPECIAL RULES: Assault Vehicle Power Of The Machine Spirit TRANSPORT: Transport Capacity: Sixteen models. Fire Points: None. Access Points: The Land Raider Crusader has one Access Point on each side of the hull and one at the front. OPTIONS: May take a multi-melta 10 pts May take thunderhawk insertion 10 pts May take items from the Vehicle Equipment list. A linebreaker without peer, the Crusader can smash through enemy formations to disgorge Space Marines into the heart of the foe s army. In place of lascannons, the Crusader is armed with hurricane bolters to cut down the first line of defenders before an assault is launched. The Crusader also boasts an improved transport capacity by reclaiming the space normally given over to bulky las-power generators. The Black Templars developed the Crusader during the Jerulas Crusade, where its effectiveness gained it a fearsome reputation. As news of the Crusaders success spread, other Chapters began remodeling their own Land Raiders. In 763.M39, the Adeptus Mechanicus sanctioned the design, thus ensuring the Crusader s survival.

25 Heavy Support LAND RAIDER REDEEMER 240 Points Armor BS F S R HP Land Raider Redeemer UNIT TYPE: Vehicle (Tank, Transport) UNIT COMPOSITION: 1 Land Raider Redeemer WARGEAR: Twin linked assault cannon Two flamestorm cannons Frag assault launchers Searchlight Smoke launchers SPECIAL RULES: Assault Vehicle Power Of The Machine Spirit TRANSPORT: Transport Capacity: Twelve models. Fire Points: None. Access Points: The Land Raider Redeemer has one Access Point on each side of the hull and one at the front. OPTIONS: May take a multi-melta 10 pts May take thunderhawk insertion 10 pts May take items from the Vehicle Equipment list. An assault fought amongst the treacherous, rubble-strewn environs of a ruined city is the most grueling kind of battle. With combatants lurking in shattered buildings, fire is the truest way to purge the enemy from his nest, and it was for just such battles that the Land Raider Redeemer was created. The Redeemer s sponsons mount colossal flame projectors that send burning promethium into the thick of the foe, purging even a welldefended bunker complex in seconds.

26 APPENDIX This section of the book details many of the rules for using an army of Deathwatch in your games of Warhammer 40,000, including their unique Warlord Traits, wargear, Tactical Objectives and the Long Watch Detachment. The reference section at the end summarises rules from this codex, and provides unit and weapons profiles. DEATHWATCH SPECIAL RULES A Deathwatch army uses a number of special rules that are common to several of its units. Special rules that are unique to particular units are presented in their entries. Other, more common, rules are simply listed by name these are described in full in the Special Rules section of Warhammer 40,000: The Rules. GRIT The warriors of the Deathwatch drill incessantly in extreme close quarters until a bolter is as comfortable as a bolt pistol. BOUND BY OATH The ancient oaths must be honored, that while a Marine is on the long watch, he must have total loyalty to the Deathwatch. Models with the Grit special rule count boltguns, hesh pattern boltguns, and avatus pattern storm bolters as close combat weapons during close combat. Units with this can only join or be joined by other units with this special rule. Additionally, Independent Characters with this special rules gain the benefits of any Training Protocols the unit has. DEATHWATCH WARLORD TRAITS If your army includes a Deathwatch detachment, you can nominate one Deathwatch Character to be your army's Warlord instead of a Character from your primary detachment. When generating Warlord Traits, a Deathwatch character may roll on the table below instead of on one of the Warlord Traits tables in the Warhammer 40k rulebook. 1. NEVER TELL ME THE ODDS: If the Warlord is in close combat with enemy models that outnumber friendly models, the Warlord gains +1 WS and +1 A during that phase. 2. CRACK SHOT: Cover saves taken from the Warlord's shooting attacks have a -2 penalty. Note: This does not apply to his unit. 3. GRENADIERS: Any unit the Warlord is attached to may throw up to three grenades during the shooting phase rather than the one as normal. In close combat, they may reroll failed To Hits with grenades. 4. TARGET PRIORITY: The Warlord counts his shooting weapons as Twin Linked when firing at an enemy unit within 3" of an objective. 5. LEAD FROM THE FRONT: The Warlord and his unit gain Scout. If they already have Scout, they instead gain Infiltrate. 6. I DID NOT FEAR TO LEAD: Friendly units (including allies) with models within 12" of the Warlord gain +1 to their Leadership, to a maximum of 10.

27 THE ARSENAL OF THE DEATHWATCH RANGED WEAPONS Rules for the following ranged weapons can be found in Warhammer 40,000: The Rules: Assault cannon Autocannon Boltgun Bolt pistol Combi-weapons Flamer Flamestorm cannon Heavy bolter Heavy flamer Absolution Pattern Sniper Rifle The Absolution Pattern Sniper Rifle, though more cumbersome than most other sniper weapons, is deservedly revered for its armor piercing capabilities. Due to their scarcity and the painstaking rituals required to maintain them, these weapons are only used under the most dire of circumstances Heavy 1, Rending Avatus Pattern Storm Bolter These weapons are forged within the manufactorums on Avatus IV alongside the Titan Legion, Legio Vindicta. Made from a jealously guarded STC and imbued with highly advanced machine spirits, these storm bolters are considered holy artifacts by any who have seen their awesome power Assault 4 Lascannon Meltagun Missile launcher Multi-melta Plasma cannon Plasma gun Plasma pistol Storm bolter Conversion Beamer Conversion beam projectors fire a beam that induces a controlled subatomic reaction in the target, converting its mass into energy. The further away the target, the more deadly the blast, as the beam has time to grow in power. Conversion beamers are incredibly rare pre-heresy artefacts, and their conservation and deployment is typically the responsibility of the Master of the Forge. A shot from a conversion beamer has a different profile depending on how far the target is from the firer. When firing the conversion beamer, place the blast marker over a target within 72" and then roll for scatter. Once the final location of the blast marker has been determined, measure the distance from the firer to the centre of the blast marker and consult the chart below to determine the effect. If this distance is greater than 72", the shot misses. Up to Heavy 1, Blast Heavy 1, Blast Heavy 1, Blast

28 Cyclone Missile Launcher The cyclone missile launcher is a specially designed missile launcher system, commonly used by Space Marines in Tactical Dreadnought armor to provide heavy fire support. Essentially a rack of frag and krak missiles fitted to the shoulders of a Terminator, the cyclone missile launcher enables the bearer to engage both heavily armored vehicles and lightly armored infantry at will. A Deathwatch Terminator can fire his cyclone missile launcher in addition to his avatus pattern storm bolter. Frag Missile Heavy 2, Blast Krak Missile Heavy 2 Deathwind Launcher Deathwind launchers are fitted to some Drop Pods to provide a level of anti-infantry fire support to their passengers. Their high rate of fire and broad destructive spread slaughters those who might attempt to overwhelm the disembarking squad of Space Marines, affording the Emperor s finest with the precious seconds they need to secure an otherwise unassailable perimeter Heavy 1, Large Blast Grav-weaponry The secrets of grav-weapon construction are known only to a precious few; their design is based upon the graviton weaponry many Legions employed during the Heresy, but those secrets are still locked away in the deepest vaults on Mars. Only Techmarines who show the greatest promise are entrusted with the sacred binary psalms detailing the assembly and maintenance of such weapons. In battle, grav-weaponry affects the local gravity field, using its victim s own mass against them, an ordeal that will stun those it does not kill outright. Heavily armored targets find themselves crushed as if by the mighty fist of the Emperor himself, while vehicles are left as crumpled, smoke belching wrecks. Grav-pistol 12 * 2 Pistol, Concussive, Graviton Grav-gun 18 * 2 Salvo 2/3, Concussive, Graviton Graviton: The roll needed To Wound when firing a grav- weapon is always equal to the armor save of the target, to a minimum of 6+. For example, when resolving a hit against a Space Marine in power armor, you would need a 3+ To Wound. When resolving a hit against a vehicle, roll a D6 for each hit instead of rolling for armor penetration as normal. On a 1-5 nothing happens, but on a 6, the target suffers an Immobilised result and loses a single Hull Point. Grav- weapons have no effect on buildings.

29 Combi-grav This relatively rare combi-weapon variant incorporates a single-shot grav- gun, allowing the wielder a potent graviton attack when the fighting is fiercest without sacrificing the bolter s formidable wrath. Hesh Pattern Boltgun The hesh Pattern Boltgun has been standard issue amongst those serving in the Deathwatch since M36. These weapons are more compact than most other patterns of boltguns and are well suited for close quarters engagements. A combi-grav is a combi-weapon (see the Warhammer 40,000 rulebook for details) that incorporates a grav-gun (see above) as the secondary weapon. Hand Flamer The hand flamer is a more compact version of a flamer that operates with a more limited capacity and intensity, but allows a skilled fighter to wield one alongside a chainsword in a melee Assault 2 Additionally, a hesh Pattern Boltgun may not fire Special Issue Ammunition Hurricane Bolter Comprising a rack of six interlinked boltguns, the hurricane bolter is the bane of infantry across the galaxy. Template 3 6 Pistol A hurricane bolter consists of three twin-linked boltguns fired as a single weapon Infernus Pistol Capable of melting a bulkhead or reducing enemies to ash in moments, these weapons are prized by their bearers for raw devastation in an extremely compact and portable frame Pistol, Melta

30 MELEE WEAPONS Rules for the following Melee weapons can be found in Warhammer 40,000: The Rules: Chainfist Chainsword Power weapons Close combat weapons Thunder hammer Power fist Crozius Arcanum The crozius arcanum is a Chaplain's rod of office. It is the symbol of his authority and his weapon of righteous judgment all in one. Each crozius is an ancient relic, passed down from Chaplain to Chaplain and bearing each successive warriors legend in etched script in its haft Melee, Concussive Relic Blade Relic blades are two-handed swords or axes sheathed in an armor-sundering power field. Most originated in the dark days of the Horus Heresy, although some have been crafted in the long centuries since, in commemoration of other momentous events. Only a Space Marine of long and faultless service can earn the right to wield a relic blade Melee, Two-handed Servo-Arm Techmarines and Servitors are equipped with powerful servo-arms that can be used for battlefield repairs or even put to use as weapons. - x2 1 Melee, Specialist Weapon, Unwieldy

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