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==Relics== If your Warlord is a Space Marine Character, you can give one Character a Relic, absolutely free. Weapon Relics can only be taken by a unit that can take the weapon it's based on and you have to pay for the base weapon (e.g. a Terminator Captain does not have access to a chainsword and thus cannot take the Teeth of Terra). The Relic of the Chapter Stratagem can be used for extra relics, number depending on the size of the game. Named Characters and {{W40kKeyword|vehicles}} cannot be given a Relic. But only [[That Guy]] would try to force a Chaplain Dreadnought into the Armour Indomitus or something like that. *'''Beacon Angelis:''' Once per battle, in the reinforcement step of your Movement Phase, you can teleport a {{W40kKeyword|Deathwatch Infantry}} or {{W40kKeyword|Biker}} unit from any point on the battlefield or from reserve to within 6" of the bearer and more than 9" from enemy models. **With the addition of Litanies of Battle, a Chaplain with an active litany can be beaconed over to our deep strikers, or a fast-moving Chaplain (say, on a bike) can chant the litany, move/turbo-boost where needed, and then beacon over a unit for some nice turn one alpha-strike shenanigans. *'''Dominus Aegis:''' A buffed shield that replaces a combat, storm, or relic shield. +1 to armour saves and all friendly {{W40kKeyword|Deathwatch Core}} and {{W40kKeyword|Deathwatch Character}} models within 6" gain a 5+ invulnerable save. **Note that as it Replaces the shield, Storm/Relic Shield model will lose 4+ inv and also Relic Shield 4+ mortal Wound FNP, though models with a 4+ Inv from another source (such as captain with Iron Halo) can just use that inv save. *'''The Osseus Key:''' Watch Master only. Enemy vehicles get -1 to hit and -1 to attack if they are within 12" of him. *'''Thief of Secrets:''' Replaces bearers power sword, master-crafted power sword, or xenophase blade. Identical to a xenophase blade, but becomes D2 against the Xenos (Tau, Tyranids, Orks, Necrons, or Aeldari). ** You are always better off with a master-crafted xenophase blade if using on a Firstborn Captain, as it has D2 against everything rather than just Xenos. There are also ways of master-crafting and taking an additional relic with the right warlord trait. ** Note that this is the only way to take a xenophase blade on Characters other than a regular Firstborn Captain. If you have a Biker, Terminator, Primaris, or Gravis Captain, Company Champion, Company Ancient, Firstborn or Primaris Lieutenants, or even a Techmarine that you feel could use some extra bite against invulnerable saves, this is what you're looking for. Beware that some options will cost more than others if they're locked into swapping a master-crafted sword, and that you'll lose the extra damage from master-crafting unless you're facing Xenos. *'''Tome of Ectoclades:''' Once per battle, during the command phase, pick an enemy datasheet; all {{W40kKeyword|Deathwatch Core}} within 6" reroll wounds against units of that datasheet until your next command phase. **Works best on units that your opponent is spamming and is integral to their list. Riptides, Drones, Boyz, Dreadnoughts, etc. *'''Adamantine Mantle:''' When this model loses a wound, roll a D6; on a 5+, the wound isnβt lost. Not that great in an army with access to so many rolls to negate wounds. *'''Artificer Armour:''' Gives a model a 2+ armour save and a 5++ invulnerable save. *'''Master-Crafted Weapon:''' Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantuee at least 2D. *'''Digital Weapons:''' When you fight, you make one extra attack that scores a mortal wound if it hits. Not terrible, but your Characters are pretty much renown for how hard they punch stuff. It's better to invest Relics in durability or supporting other troops. *'''The Blackweave Shroud:''' In case you really need to tank things up and don't expect high AP, you can grab this. The bearer gains +1T and a 4+ save against MW's. ** It's enough to protect you a bit more against plasma, but it's nothing against meltas and lascannons. Characters with an innate 2+ armour and any invulnerable save are pretty fond of this relic. *'''Spear of the First Vigil:''' Upgrade for your Watch Master's Vigil Spear. The mele profile gets an increased fire rate by 1 (now Rapid Fire 2) and it's Mele profile gets +1S (now +2) while upgrading it's D from d3 to a flat 3. ** <s>If you don't care about going from S5 to S6 (like being against MEQ's), just Master-Craft a Vigil Spear; The melee profile deals 2-4 damage (averaging out at 3), but you also gain +1D to the boltgun welded to the top to let you pop Terminators, Custodes, etc, with one-shot.</s> Since 9th the increase in fire rate makes this upgrade strictly better than Master Crafting it. ** If you use this, Imperium's sword and Anvil of Strength (Through Paragon of their Chapter) your watch master can have 6 attacks at Str 9, AP3, 3 on the charge. *'''The Soul Fortress:''' Librarian only. 24" Hood and can ignore all modifiers for a psychic test. *'''Banebolts of Eryxia:''' Let a bolt weapon fire a single shot with S6, AP-2, D3. ** Somewhat debateable use. You can use it on anything with a bolt pistol, but there are better relics. It's a little boost the the dedicated shooting Characters (master-crafted heavy/instigator/stalker bolt rifles, etc). *'''Vhorkhan-Pattern Auspicaction:''' {{W40kKeyword|Deathwatch Core}} within 6" gain +1 to hit a unit with {{W40kKeyword|fly}}. *'''Artificer Bolt Cache:''' A bolt weapon gains special issue ammunition. ** Not bad use on one of the vanilla Characters from the Codex and is much more flexible than Banebolts. *'''Eye of Abiding:''' The bearer can ignore any and all modifiers to hit, wound, WS, and BS, and the enemy can't use invulnerable saves against your attacks that make an unmodified 6 to wound.
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