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===Ranged Weapons=== *'''Assault Bolter:''' 18", Assault 3 S5 AP-1. Would be a really good gun on assault units. Unfortunately exclusive to Inceptors. That said, you can still perform effective hit and run attacks with it, aided by the Inceptors' ability to shoot after falling back. *'''Auto Boltstorm Gauntlet:''' A 3-shot Auto Bolt Rifle with 6" less range. Dual-wielded by Aggressors. *'''Boltgun:''' You know what a bolter is, but if you somehow forgot it's 24" Rapid Fire 1 S4 AP0 1 D. It no longer completely invalidates GEQ saves, but you won't ever care about that. As it's pointless to use the Bolter's basic profile. Since Deathwatch has access to Special Ammunition such as Kraken bolts and Vengeance rounds. You'll never have to use the base profile while playing Deathwatch, EVER! Seriously, don't do that. **'''Bolt Carbine:''' An Assault 2 Bolter, exclusive to the Reiver Squad. **'''Bolt Rifle:''' A Boltgun with 30" range and AP-1 making it more effective exclusive to Intercessors. ***'''Auto Bolt Rifle:''' The automatic version, an Assault 3 Bolter. Better than the Bolter and Bolt Rifle when not factoring in Stratagems or shooting at anything with armour. Combine with the Tactics to overwhelm your enemies with bolter fire up to 24 inches away! ***'''Stalker Bolt Rifle:''' Not a sniper rifle, lest it invalidates Scouts too. 36" Heavy 1 AP-2 and now D2(!) Bolt Rifle, to give far away targets more than just a poke. Turns Intercessors into something akin to Troop Sternguard. **'''Stalker Pattern Boltgun:''' The special Deathwatch Boltguns, these bad boys are 1points each, sporting 30" Heavy 2 S4 AP-1 D1, but you'll always be using an improved Special Issue Ammo profile. Tragically, they lost the Sniper rule from 7th ed, but are still a dependable and versatile choice for a ranged unit. The extended range for your two shots will get you more mileage out of Special Issue Ammunition compared to standard Boltguns, but you need to hold still to make the best use of it. Changes to Heavy weapons in 8th do allow for you to move and shoot these with a -1 to-hit penalty, however. **'''Combi-Weapon:''' Massively reworked, No longer Single Use, and can even be fired alongside the Bolter part now, at -1BS. But Combi-Flamers don't care for no BS. Available to Veterans, Terminators and non-Primaris Characters. Combi weapons are only 3p more expensive then their normal special weapon counterpart. And with the Special Ammunition the extra Bolter shots are really worth taking a combi weapon. **'''Master Crafted Weapon:''' Variant of a Boltgun, Auto Bolt Rifle or Stalker Bolt Rifle, for your Captains. The Boltgun gets +1 damage and +1 AP, the others only get +1 damage. **'''Guardian Spear:''' A Master Crafted Boltgun when shooting. [[Blood Ravens|Nicked]] from [[Adeptus Custodes|the bananas]]. **'''Storm Bolter/Combi-Bolter:'''only 2 points non so cheap as chips Rapid Fire 2 Boltgun, available to Termies, Vets and vehicles. No longer an assault weapon, it's especially nasty at Rapid Fire range. Quite a bargain, even more so as they now have access to special ammo. A unit of 10 termies with storm bolters can put out 40 BS3+ S4 Ap0 D1 shots, or 20 BS3+ shots that either wound on 2s, have AP-2 but 6" less range, or have AP-1 with 6" more range when outside rapid fire range. When inside RF range (such as, I don't know, when you deepstrike the termies 9" away from a target), you put out the full 40 shots, and can use SIA. So, with a termie watch captain nearby, you would have 40 shots hitting on 3s, rerolling 1s, with S4 (or just wounding on 2s) AP-2 (or AP0 if you decide you'd like to pile on more wounds instead, such as against custodes). See that horde? Now you do, now you don't. *'''Bolt Pistol:''' A bolter in pistol form, meaning you can fire it in melee. Just don't forget it's there. <s>Unlike other Marine codices, your Deathwatch units have to pay a point for it (bcuz SIA)</s> We don't have to pay a point for it anymore and you can't shoot Pistols alongside your other gun types. Either buy your units a melee loadout or <u>swap it out for a chainsword</u>. **'''Heavy Bolt Pistol:''' More like ''Better'' Bolt Pistol, with AP-1. Exclusive to Reivers. **'''Absolvor Bolt Pistol:''' Designed to give the Emperor's Mercy to Xenos and Battle Brother alike, it is the Hand Cannon of the Bolt Pistols, with 1 Heavy Bolter shot at 16". ''And it still benefits from SIA''. Load up those Vengeance rounds in close combat and watch your MEQ enemy weep. **'''Reductor Pistol:''' Designed to remove geneseed from dead marines, or if your feeling motivated, punch a hole through a nobz' skull. A Bolt Pistol with 2 damage and -3 AP, but a pitiful range of 3". *'''Deathwatch Shotgun:''' The Deathwatch Shotgun uses its own selection of special shells and slugs for your xenos-purging needs. Versatile and awesome-looking. Non only 1 pt and unlike the Storm bolter your marinelets can advance, which you'll need to do, since it's short to very-short range. **'''Cryptclearer Round:''' 16" Assault 2 S4 AP0 D1. Re-roll failed wound rolls. ''Meh. You already reroll 1s, and Hellfire rounds wound on (rerollable) 2+''. **'''Xenopurge Slug:''' 16" Assault 2 S4 AP-1 D1. If the target is within half range (8"), becomes D2. ''Useful ONLY against multiwound models (or with FNPs) in half range, aka melee distance. Otherwise use Kraken rounds''. **'''Wyrmsbreath Shell:''' 7" Assault D6 S3 AP0 D1. Autohits. ''Essentially a weaker Flamer/up-gunned Hand Flamer, but MUCH more cost-effective, whilst still being relevant outside ultra-close range, due to its other ammo types''. *'''Hand Flamer:''' 6" Pistol D6 S3 AP0 D1. Autohits. Only costs 1 point now. Put two of them on a vanguard veteran and go burn some xeno hordes. *'''Inferno Pistol:''' 6" Pistol 1 S8 AP-4 D1d6 with the same "half range keeps best of 2 dice for Damage" the melta has. <s>Since this bad boy costs more than the actual Meltagun or Combi-Melta,</s> it actually costs 7 pts, so you could see it more like a big-guy-killing melee weapon that also happens to be a pistol, than an actual pistol. Point at nearest alien monstrosity and stare through the smoking hole that used to be their chest. **'''Modeling Note:''' If you're converting or for whatever reason don't have one to hand, the barrel of a meltagun glued onto a grav pistol makes a pretty neat-looking counts-as. *'''Plasma Pistol:''' Fairly effective against MEQs when fired normally, a TEQ-killer when supercharged, but Gets Hot! now risks outright killing the user. A high risk-high reward pistol, your Captain's rerolls reduce Gets Hot to a 1/36 chance. Good against everything, really, as plasma can even wound tanks. *'''Plasma Exterminator:''' 18" Assault 3 Plasma Cannon. Good for killing Heavy Infantry.
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