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Deathwatch is a highly elite force.

Specialising in countering the incursion of aliens that threaten the


freedoms and lives of Mankind, they are equipped with unique weaponry to neutralise xenos
predators.

Deathwatch members are primarily volunteers from As an alternative to fielding entire Kill-teams, you may
Space Marine Chapters that rigidly adhere to the Codex upgrade one or more members of any Space Marine
Astartes. Because teams are made up of battle brothers army selected using only Codex Space Marine* to
from several chapters, it is essential they follow a members of Deathwatch. As a reward for the service
similar doctrine. On the Eastern fringe of the Imperium, provided to the Deathwatch, the rare ammunition types
the Inquisitorial fortress at Talasa Prime has recruited, they use are made available in limited numbers when
trained and equipped Kill teams from the Ultramarines, the volunteer Space Marine returns to regular service
Scythes of the Emperor and the Lamenters Chapters for with his chapter. Only Independent Characters or
service against the Tyranids. members of HQ, Veteran or Tactical or Devastator
Squads can be upgraded, and wear the distinctive
There are three ways that members of the Deathwatch Deathwatch shoulder pad. Deathwatch members must
can be incorporated into normal Warhammer 40,000 be armed with a bolter or a Combi-weapon with a bolter
armies. The first is to use an entire team of Deathwatch component. Its cost 5 points to upgrade a model to a
Space Marines. Up to one kill team can be included in Deathwatch Veteran, (there is no change to their
any Imperial army as an Elite choice (they cannot befit profile). Each may then select one of the following
from any army traits e.g. Shrikes Fleet special rule this ammunition types.
is due to them being there for a specific task). A
Deathwatch Kill team may be used with Armies from  M.40 Targeter with auto-sense link and Stalker
Space marine, Imperial Guard, Daemonhunters and silenced shells.
Witch Hunters Codexes. The Second is by fielding an
entire army. The standard kill team becomes a HQ  Metal Storm ammunition
choice this must contain an Inquisitor. This allows you
to take junior kill teams as Troops or Heavy support. As  Inferno bolts
Troops or Heavy support they do not contain the
Captain, Librarian or Apothecary, but are limited to a  Kraken bolts
single veteran. If taken as a heavy support choice the
limit of 2 on the heavy bolters, heavy flamers and the This ammunition may only be used with a bolter or the
M.40 targeters is raised to 4, and no other special bolter part of a Combi-weapon.
weapons may be taken. Normal kill teams can be taken
as Elites. When taken like this they also do not contain *In truth, the Deathwatch is recruited from all
the Captain, Librarian or Apothecary. This represents different chapters including Space Wolves, Blood
the Ordo Xenos having to deal with a large Xenos Angels etc. However, the discipline and training of
incursion so they have pooled their resources and pulled such individuals is legendary so for this article
in a number of teams under one command to deal with we’ve only covered Standard Codex Deathwatch –
the threat. This can only be sanctioned by a senior other chapters with their own codexes get plenty of
Inquisitor. extras already!
0-1 Deathwatch Kill-Teams

Point/Models WS BS S T W I A LD SV

Inquisitor 80 5 5 3 3 2 4 2 9 4+

Captain 100 6 5 4 4 3 5 3 10 ¾+

Librarian 100 4 4 4 4 2 4 2 9 3+
Veteran Space
Marine 25 4 4 4 4 1 4 2 9 3+

Space Marine 20 4 4 4 4 1 4 1 8 3+

Number/ Squad: The Deathwatch Squad Note the same ammo most be used
consists of one Space Marine Captain and  Combi-plasma at +5 points throughout the squad. Squad may switch
between 4 and 9 Deathwatch Space between chosen ammo type and standard
Marines. The Captain (or Librarian) is an  Combi-Melta at +5 points rounds; all must fire the same ammo type.
Independent Character and may not leave Any member that is not carrying a
the squad. If all the members of his kill Any squad member can be upgraded to a Specialist weapon may be given one of the
team are killed, he acts as an Independent Veteran, for the costs of 25 points rather following:
Character as normal than 18 points.
Up to 2 Space Marines can be armed with  Combi-Flamer at +5 points
Equipment: Bolter and Close combat a Special weapon from the following list in
weapon, Frag Grenades, Melta-Bombs. place of their bolters:  Combi-Plasma at +10 points

Options: The Captain may select items  Heavy Bolter with Hellfire  Combi-Melta at +10 points
from the Space Marine Captain entry in ammo and Suspensors at +10
Codex Space Marine (pg), except jump points
packs, bikes and Terminator Armour.
 Heavy Flamer at + 10 points
The Captain can be exchanged for a
librarian (Codicier). As a Librarian he is  M.40 targeter, bolter and ammo
now equipped with a force weapon and at +20 points
psychic hood. He may select any one
Special Rules
psychic power from Codex Space Marines.  Plasma gun at +10 points
He may select items from the Space
Combat tactics: See Codex Space
Marine Librarian entry in Codex Space
 Meltgun at +5 points Marines (pg. 51)
Marine, except jump packs, bikes and
Terminator Armour. If upgraded to
 Flamer for free. And They Shall Know No Fear: See
Epistolary he may select another psychic
Codex Space Marines (pg.51)
power (Pg. 57 Codex Space Marines).
Any Veteran can be armed with a weapon
from the following list unless they are also Counter Attack: See Warhammer 40k
1 Veteran model may be upgraded to:
armed with a special weapon. The new Rule book (Pg. 74)
weapon replaces their close combat
 Apothecary: with narthecuim
weapon: Suffer not the Alien to live: The kill
and a reductor at +25 points
teams are experts at fighting xenos. All
 Power fist at +25 points, models in the team get the preferred
Chamber Militant: The Deathwatch is
the Chamber militant of the Ordo Xenos enemy special rule when fight Tau,
 Lighting Claw at +25 points Tyranids, Necrons, Eldar, Dark Eldar and
and as such may be lead by an Inquisitor
of the Ordo Xenos in Battles of Extreme Orks. See Warhammer 40k Rule book (Pg.
importance. The Inquisitor may select  Pair of Lighting Claws +30 75)
weaponry from the following list points (replace both bolter and
For an additional 10 points the Inquisitor close combat weapon) Transport: A Deathwatch kill-team may
may be upgraded to a Psyker and select use any of the transport options from
one psychic power from Codex Space  Power weapon at +15 points. codex space marines. (Pg. 135 Codex
Marines (pg. 57) Space Marines)
All models not armed with Special weapon
 Force Weapon + 20 points may be issued with one of the following Deep Strike: The Deathwatch has many
(psyker only) Special ammo types: ways of reaching a battlefield by surprise.
They may be kept in reserve, unless
 Power sword at +5 points  Metal Storm Ammunition mounted in a transport they may Deep
Strike. (see Warhammer 40k Rulebook pg.
 Power Fist at +15 points  Inferno bolts 75)

 Combi- Flamer at +5 points  Kraken bolts


Weapons Options Notes

Heavy Bolter: Potentially a very versatile weapon – if equipped with an additional suspensor unit that provides just enough stability to allow it
to be fired on the move. The effective range is seriously reduced but it gains the ability to provide suppressive fire while advancing. Because
Kill-teams often operate alone, this justifies the use of the rare suspensor units.

Range: 18” Strength: 5 AP: 4 Assault 3

It is also capable of utilising the hellfire round, a ceramic sheath that shatters into thousands of needle like shards on contact, penetrating the hide
of the target and carrying mutagenic acid into the enemy’s blood stream. The acid is so powerful that even the most enormous creature is
vulnerable. A Hellfire round is loaded and fired singly. It wounds on a 2+ regardless of the target’s Toughness

Range: 36” Strength: 5 AP: 4 Blast, Heavy 1

Bolter with M.40 Targeter. A normal bolter equipped with an M.40 Targeter with auto-sense link and stalker silenced shells acts as a perfectly
satisfactory Sniper weapon. Owning player may model that is removed.

Range: 30” Strength: 5 AP: 4 Heavy 2 Pinning, Rending

Metal Storm Ammunition: A bolter loaded with metal storm may be fired from the hip with remarkable accuracy. The metal storm shells
explode in proximity to the enemy, their fragmentation casing making pinpoint accuracy unnecessary. The penetrative and destructive qualities
of the round suffer as a consequence.

Range: 18” Strength: 3 AP: - Assault 2

Inferno bolts: A bolter loaded with inferno rounds can cause far more horrific wounds than a conventionally loaded bolter. This is achieved by
filling the bolt with an oxy-phosphor gel. Re-roll any failed rolls to wound (but not any vehicle Armour Penetration).

Range: 24” Strength: 4 AP: 5 Rapid Fire

Kraken Bolts: A bolter loaded with a Kraken round is capable of piercing the toughest hide thanks to its adamantine core and improved
Propellant.

Range: 30” Strength: 4 AP: 4 Rapid Fire

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