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==={{W40Kkeyword|[[Deathwatch]]}}=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:DW_Shoulder_Pad_final.jpg|100px|left|]]In the grim darkness of the far future, there must be vigilance without end.<br> Peerless xenos hunters, the Deathwatch is the space marine MIB. Veterans drawn from across every chapter, they are geared to combat the alien menace even more so than their by-comparison-ordinary fellow superhumans, using [https://en.wikipedia.org/wiki/SWAT Specialized Weapons And Tactics] seen nowhere else.<br> On the tabletop, these guys are THE special forces space marines. While they have rules tailor made to fuck with xenos armies, they can fight any enemy by designating entire target-types for quick elimination, and their kill teams include diverse unit types and weapons with multiple profiles to give them the flexibility to tackle any situation. <br> ''If '''you want your operators to operate operationally''' then join the Long Vigil and suffer not the alien to live.''<br> <div class="mw-collapsible-content"> ====Special Rules==== *'''Chapter Tactics - Xenos Hunters:''' The Deathwatch chapter tactic. Re-roll melee hit rolls of 1 against {{W40kKeyword|Tyranids}}, {{W40kKeyword|Aeldari}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Orks}}, and {{W40kKeyword|T'au Empire}} units. After deployment, pick a battlefield role (HQ, Troops, Fast Attack, Elites, Heavy Support, Dedicated Transports, Flyers, Lords of War, or Fortifications); all units re-roll all 1s to wound against anything belonging to that battlefield role (i.e. against all enemy HQs, or all enemy Troops, or all enemy Heavy Support, etc). **Re-rolls are good, even if they overlap with the captain's and lieutenant's (which you now get). This also means you can pick a Chaplain and Librarian as your HQs and you might still have the re-rolls you want, helps you circumvent the Rule of One for Captains, and if you really need to, Dreadnoughts can be made to provide aura buffs from time to time as well. *'''Combat Doctrine - Mission Tactics:''' Unlike the vanilla Marines, the Deathwatch can choose which doctrine to use each turn, but each one has a limited number of uses: 1 for Devastator, 2 for Tactical, 3 for Assault. **Helps you be less predictable... though in general, you're still going to open with a ranged doctrine and switch to melee later in game. Since your only Doctrine bonus is improved AP, you can also plan around this - if you drop pod a bunch of multimeltas and flamers turn 1, you can choose the tactical doctrine turn 1, since the flamers need the help and the multimeltas don't. *'''Mixed Units:''' The Kill-Team rules. If you have a squad with mixed toughness scores (by adding Bikers to a Veteran Squad, for instance), you use the majority toughness for the unit. If there is an even split, you choose. The unit as a whole is treated as only having the Infantry keyword for the sake of simplifying terrain interaction. Terminators, Bikers, and Jump Pack models retain their keywords only for the purposes of Bolter Discipline, Transports, or if they make a unit of only them. *'''Unit Restrictions:''' **First things first, the Deathwatch is not really a codex compliant chapter, and thus cannot take Assault Squads, Attack Bike Squads, Firstborn bikers (but you have Veteran Bike Squads, better in melee but without access to special weapons), Devastator Squads, {{W40Kkeyword|Scout}} units (so scouts, scout bikes, or land speeder storms), Tactical Squads (you have Proteus Kill Teams, which are ''better''), or Sternguard Veterans. [[GW|All of them manlets btw]]. Oddly, even though you have your own termis which are better than stock termis in every way, you can still take any stock termis you're dumb enough to want. **You can't upgrade Captains to Chapter Masters, having to field a Watch Master instead, who has the same ability under a different name and exclusive gear (but no access to the Chapter Master's own stuff). *'''Exclusive options:''' ** Firstborn Captains ''not'' in termi suits or on bikes can use xenophase blades (S+1 AP-4 D1, ignores invulnerable saves), otherwise only found on dw vet and vet biker sergeants. Ignoring invuln saves is nice, but it costs as much as a relic blade, so the D1 cripples its usefulness. ** Vanguard Veterans can take heavy thunder hammers, which have an additional -1AP and +1D (so even better than relic Hammers) in exchange for being two-handed and costing slightly more points, turning them into glass cannons (due to lacking a storm shield). ** Hand flamers and inferno pistols are added to the pistol list, like Blood Angels get, but unlike them, you're potentially interested in Vanguard Vets doing a Sisters of Battle impression by dropping in with two hand flamers on ''everyone''. Since your jump pack dudes fit in your plane, you might even want to try out dual inferno, but it'll still be difficult as hell to get close enough. ** Heavy flamers are added to the heavy weapon list, like Blood Angels get. ** By and large you have the best Troops in the game, covered down below in the units section under kill teams, but the tl;dr is that aside from your special DW vets, you can make the second half of a unit of Intercessors, Heavy Intercessors, or Infiltrators be made out the Primaris wearing the appropriate suits (by and large; some units are bizarrely missing, like you can't add Suppressors to your Intercessors). But that means you can field Hellblasters, Outriders (up to 5!), Eradicators, and Eliminators (up to 5, and like the Outriders, the only way to have units larger than 3), respectively, ''as troops'', meaning both ObjSec and spammability (no rule of three); in addition, your Intercessors and Heavy Intercessors can use the same rules to make mixed weapon squads, which is far more useful on heavy intercessors than regular, but still means your troops are just better. =====Special Issue Ammunition===== Got nerfed to be restricted to much fewer weapons than the previous edition. Mostly only Deathwatch boltguns and stalker boltguns carried by Deathwatch Veterans and the combi-part of Deathwatch combi-weapons gain them, as well as select Named Characters and the Watch Master. The rule of thumb is to choose the ammo that affects whatever the enemy has in abundance. The SIA has received a decent rework, probably to try and make players use more than one type of ammo (hellfire rounds were monstrously overpowered compared to the other ones). Models with the privilege of having the trademark Deathwatch gimmick pick their SIA before choosing targets. *'''Dragonfire Bolts:''' Each time an attack is made with this ammo, the target does not receive the benefits of cover, ignoring both light (+1 to Sv) ''and'' dense (-1 to be hit) against that attack. Kraken rounds are usually better against light cover due to the improved range, so '''you want this one when you're shooting light targets in dense or both covers at once''' - shooting a 3+ target in both covers with an AP0 weapon, like Raven Guard are all the time, is the only case where any of these rounds can exceed doubling your output, as in that case, a BS3+ attacker will do 2.67x the damage with this round and BS2+ will do 2.5x. *'''Hellfire Rounds:''' Attacks with this ammo gain +1 to the wound roll against non-Vehicle and non-Titanic targets. Better the tougher the enemy is, it's '''the best one against single-wound targets that rely more on toughness than armour saves''', especially if they also aren't multi-wound, like Harlequins, Wracks, Daemons and those T5 Orks. Also against Plague Marines, because of their -1D rule. **Can use this on Stalker Bolters when the target does have multiple wounds and doesn't rely on armor saves too much. *'''Kraken Bolts:''' This ammo grants +6" range (+3" if it's a pistol) and improves the AP by one. This is one of the few rules that is explicitly cumulative with Combat Doctrines. No longer restricted to a maximum AP value either, so enjoy AP-4 stalker boltguns in the Devastator Doctrine. '''The best against single wound models that rely more on armour saves than toughness''' unless the specifics of not relying on armour saves or light + dense cover show up. Meaning you'll use them against 4+ at best because of... *'''Vengeance Round:''' [[Awesome|'''+1D''']]. The marine killers, ''the best against multi-wound models'' regardless of their toughness, since ''it's always +100% damage'', where other munitions give variable +(25-100)%, depending on roll factors, the sole exception of Dragonfire Bolts against their specific case. They'll be your most used ammo type in this 2W marine meta. Outside of models with a "-1D received" rules, the only other thing you have to watch out for is when the target has a non-par number of wounds (remaining), where the killing bolt would be wasting 1D, which can come up plenty - for example, if you're peppering W3 targets with S4 AP0 D1 SIA rounds, making all of them D2 really makes them all D1.5 for math purposes, because 1D will get wasted multiple times. To continue our example, if the targets were also T5, Hellfire rounds would be equivalent - both rounds would give you a 50% uptick in performance. **Can be fired from a Stalker Bolter to do damage in chunks of 3. =====Kill-Team Specialisms===== As added incentive for using Kill-Teams, as if you needed one, you can also spend points to upgrade them. Unless you use the Army of Renown, only one unit in your army can have a given upgrade (though Kill Team Cassius doesn't block another kill team from picking Aquila). Specialisms let your kill teams re-roll wound rolls of 1 against specific battlefield roles, upgraded to full wound rerolls if you also select this role for the Chapter Tactic <sup>''or if you switch/add a role using WT/Strats?''</sup>, which is something a Lieutenant can't give you, so mind your targets. You have to decide this during army build time, before you know what you'll actually be facing, although for Aquila that's less of an issue; not that this is likely to come up, but there's also no Specialism covering Fortifications. They cost points, so feel free to field kill teams without them, or give them to a full unit of 10, since ''it costs the same for a big unit''. Noticeably, you keep these re-rolls to wound if you swap your chapter tactic out for another one, like when using the Brotherhood of Veterans stratagem. *'''Aquila:''' After picking a battlefield role for chapter tactic, this unit can pick yet another role to target. There are some ways to pick extra or different targets, this is the way to do it using points instead of CP or WT. Makes a unit good against enough target types that your actual characters can go babysit someone else. Rerolls-wise, unless they target the same battlefield role, the other specialisms function like an Aquila team too. *'''Venator:''' Fast Attack and Flyers. Mind these targets are T5-T7, so kill teams with weapons like Heavy Bolters/Hellstorm rifles can make good use of it. *'''Malleus:''' Heavy Support, Lords of War, and Dedicated Transports. The hardest targets. Against ''most'' armies, these are the primary roles where full re-rolls to wound are helpful, and on the rare occasion you face an army with no HQs, that means it'll have Lords of War. Against many armies, this is actually more useful than Furor, as you can cripple Troop mobility with it. A good first (or only) choice. *'''Dominatus:''' Elite. Helps kill not just deathstars, but also support characters, who are usually Elites. *'''Furor:''' Troops, by definition the most numerous role. Keep in mind their units are usually big enough for Blast weapons to be effective against them. *'''Purgatus:''' HQ. Particularly useful against factions with tough HQs, like Tyranids, and almost all armies are guaranteed to have some of these, unlike the other roles. Since HQ units are always CHARACTERs and full re-rolls to wound are amazing on snipers, this can be fantastic if you're taking a Spectrus Kill Team with 5 Eliminators with Sniper Rifles - re-rolls to wound are worse on Infiltrators than on anything else you can field, but 5 Purgatus Eliminators will ''destroy'' many HQ choices out there. =====Crusade Additions===== <tabs> <tab name="Agendas"> *'''Secure Xenotech''' - "Steal Alien Weapons" if you selected this Agenda then, after Deployment, your opponent must place 1 additional Objective Marker anywhere on the battlefield that is not in their respective Deployment Zone. '''Deathwatch Infantry''' units can perform '''Secure Xenotech''' Action at the end of your Movement phase, while within 3" of this objective and there is no enemy units within 3" of the Objective. This Action is completed at the beginning of your next Command Phase and if it is completed the Xenotech Objective is removed. At the end of the battle: **If Unit completed this action it receives 3 Exp; **If this Unit is wholly within your Deployment zone, it receives 5 Exp instead of 3 and before the next battle you can use '''Relic''' Requisition or '''Bestowed in Honour and Necessity''' Requisition for 0 RP. *'''Watch Eternal''' - if there are no enemy units within 6" of your Deployment zone at the end of the battle each alive '''Deathwatch''' unit gains 2 Exp; *'''Suffer not the Alien''' - can only select this Agenda if you fight against Xenos Faction. Keep a tally for each unit increasing it by 1 for each Xenos unit detroyed by them. The unit gains 1 Exp for each 2 points of their tally. *'''Strength from Diversity''' - keep Ranged and Melee tallies for each unit increasing it by 1 for each enemy unit destroyed by ranged or melee attack. Your units receive 2 Exp if they have at least 1 point in each tally; *'''Xenopsyker Assault''' - can only select this Agenda if your opponent have Xenos '''Psyker''' units in their army. Keep a tally for each of your units, increasing it by 1 for each successful Deny the Witch test and by 2 for each Xenos '''Psyker''' unit killed. Your units receive Exp points equal to their tally. </tab> <tab name="Requisitions"> *'''Bestowed in Honour and Necessity (1 RP)''' - finally the way for Sergeant to have a Relic! Purchase this when you add a Crusade Card or when unit gains a rank. You can give one of the following Relics to Sergeant model as if they were '''Character''': '''Artificer Armour''', '''Master-crafted Weapon''', '''Digital Weapons''', '''Banebolts of Eryxia''' or '''Artificer Bolt Cache'''; *'''Kill-Team Specialism (1 RP)''' - give one of the Specialism to your '''Kill-Team''' unit when it reaches Battle-Hardened rank; *'''Expiation in Vigil (1 RP)''' - some more Black Shields in your army! Purchase this requisition when you add a '''Deathwatch Core''' unit to your Order of Battle, one of it's not-Sergeant models becomes a Black Shield - it gains 2+ WS, +1A and +1W and counts as Black Shield for the purposes of '''Atonement through Honour''' Stratagem; *'''Rearm, Reform, Redeploy (1 RP)''' - Purchase this Requisition before or after the Battle. You can reconfigure wargear options for one of your '''Kill-Team''' units and also change it's optional models. As with all Requisitions like this, your Order of Battle must have enough Supply Limit to handle extra weight of your units, should it increase. </tab> <tab name="Battle Traits"> *'''Watch Master''' or '''Watch Captain''' only: **'''Voice of Experience''' - pick a '''Deathwatch''' unit within 6" of the model in your Command Phase and until the end of the turn it is considered being in range of all aura abilities that this model have; **'''Executioner Emeritus''' - improve the AP of each attack the model makes by one, both ranged and melee. *'''Deathwatch Chaplain''' only: **'''Perpetual Repugnance''' - if Chaplain is within 12" of any Xenos Faction he is to angry to be uninspiring, so his rolls for Litanies automatically pass; **'''Promulgator of the Litany''' - increase Chaplain's Spiritual Leaders aura radius by 6". *'''Deathwatch Librarian''' only: **'''Scholar of the Forbidden Librarius''' - each time at the beginning of battle Librarian can change Smite to one of the Xenopurge Discipline powers for the duration of battle; **'''Mental Duellist''' - once per enemy Psychic Phase Librarian can reroll one of Deny the Witch tests. *'''Deathwatch Units''' only (except '''Vehicle''' units): **'''Duty's Bond''' - unit can use '''Brotherhood of Veterans''' Stratagem for 0 CP; **'''Unwavering Enmity''' - while unit is in Engagement Range of any Xenos it always counts as charged for the purposes of Shock Assault; **'''Chosen Prey''' - pick one of the Xenos Factions ('''Necron''', '''Aeldari''', '''T'au Empire''', '''Orks''' or '''Tyranids'''). Add +1 to hit each time unit attacks selected Faction in both Shooting and Melee; **'''Rapid Appraisal''' - unit can use '''Special-issue Loadout''' Stratagem for 0 CP; **'''Mobile Hunters''' - unit counts as Remained Stationary for the purposes of Bolter Discipline; **'''Special Operations''' - while unit is in opponent's Deployment zone it counts as having ObSec (or twice as many models if it already has ObSec, which will come much more often). </tab> <tab name="Masters of the Specialisms"> Deathwatch alternative to Space Marines '''Honorifics''' for your Watch Masters and Watch Captains. Watch Captains can only have one of them and you can't have 2 Captains with same specialism in your Order of Battle. Watch Master are exempt from both of this rules - they can have more than 1 specialism and RAW you can have more than one Watch Master with the same set of Specialisms. *'''Master Aquila''': **'''Character''' gains Aquila Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy unit. If it is "Marked for Greatness" it receives 4 Exp instead of 3. *'''Master Venator''': **'''Character''' gains Venator Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Fast Attack or Flyer unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Malleus''': **'''Character''' gains Malleus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Heavy Support, Lord of War or Dedicated Transport unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Dominatus''': **'''Character''' gains Dominatus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Elites unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Furor''': **'''Character''' gains Furor Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy Troops unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. *'''Master Purgatus''': **'''Character''' gains Purgatus Specialism. **At the end of the battle they took part of, you can also pick a '''Core''' unit that destroyed an enemy HQ unit. If it is "Marked for Greatness" it receives 5 Exp instead of 3. Captain Artemis is considered to have Master Furor. </tab> <tab name="Battle Scars"> Deathwatch specific Battle Scars are interesting, as they simultaneously buff and debuff your units: *'''Bring not Shame to Your Chapter''': **'''Buff''' - Affected unit is able to use '''Atonement Through Honour''' Stratagem even if it doesn't have Black Shield in it. In case it has - the Stratagem costs 0 CP. **'''Debuff''' - Each time affected unit is selected to Shoot or Charge roll a D6 - on a roll of 1 it can only Shoot or Charge the closest enemy unit. *'''A Brotherhood in Turmoil''': **'''Buff''' - Affected unit gains +1S and +1 on Charge and Advance rolls. **'''Debuff''' - Unit suffers from both '''Disgraced''' (can't use any Stratagem's on the unit) and '''Mark of Shame''' (unit is unaffected by friendly aura abilities) Battle Scars from the Core rulebook. *'''Xenophobic Furore''' - can only be received if unit was destroyed by Xenos Faction and works only if the same Faction is present on the battlefield (doesn't matter whether said Faction is friendly or enemy): **'''Buff''' - Affected unit gains +1A. **'''Debuff''' - Unit can't perform any actions and are ignored for the purposes of holding objectives (Black Rage: Light Edition I guess...). </tab> <tab name="Special-issue Equipment"> Deathwatch '''Infantry''' and '''Biker''' units can pick SIW or SIA from this categories as their Battle Honour, but no more that one from each category per unit. *'''Special-issue Wargear''': **'''Onyx-class Blind Grenades''' - gain '''Smokescreen''' keyword; **'''Dragonheart Charges''' - gain '''Melta Bomb''' keyword; **'''Neurostun Grenades''' - gain '''Shock Grenades''' keyword; **'''Heuristic Revelators''' - if you attack enemy unit within 18" it doesn't receive benefits of cover (thanks to FAQ all of them: Light, Dense, etc.); **'''Teleport Transponders''' - each model in the unit gains '''Teleport Strike''' ability; **'''Soultrawl Divinator''' - Lowers the cost of '''Auspex Scan''' Stratagem to 1 CP for the unit and increases the Stratagem's range to 18". *'''Special-issue Ammunition''' - can be picked even by units, whose weapons don't have Special-issue Ammunition rule, but will only be able to use it through '''Special-issue Loadout''' Stratagem or '''Artificer Bolt Cache''' Relic. **'''Derevenant Shells''' - can't make Reanimation Protocol rolls for '''Necron''' models killed by this SIA; **'''Helspears''' - '''Psyker''' and '''Daemon''' units invulnerable saves are only successful on an unmodified roll of 6 against this SIA; **'''Tempest Bolts''' - the weapon loses 6" of range but wounds '''Vehicle''' units on unmodified roll of 4+; **'''Metal Storm Frag Shells''' - weapon becomes Assault D3 with Blast rule. **'''Thermic Penetrator Rounds''' - gain +1AP (-1 becomes -2) and +1 to hit. AP buff is cumulative with the one from the Combat Doctrines; **'''Inertial Fusion Bolts''' - models can't use any rules to ignore wounds (aka Feel no Pain) against wounds from this SIA. </tab> <tab name="Crusade Relics"> *'''Artificer Relics''' - Can be taken by any Deathwatch Character **'''The Arachnosavant's Illuminator''' - something to bump up your weapons with access to Special-issue Ammo, the target suffers a mortal wound per each successful wound roll instead of other damage. *'''Antiquity Relics''' - Can be taken by Heroic or higher ranked Deathwatch Character and increases their Crusade Points by 1 (to a total of 2 if you account Battle Honour). **'''Mag-Pulse Discharger''' - once per enemy Charge Phase select charging enemy unit within 12" of the bearer. The selected unit suffers -2 to their charge roll. *'''Legendary Relics''' - Can be taken by Legendary ranked Deathwatch Character. It requires 1 RP to be spent and increases Character's Crusade Points by 2 (3 in total with Battle Honour). **'''The Watcher's Veil''' - makes Deathwatch '''Core''' and '''Character''' units within 6" of the bearer untargetable for enemy units further than 30" and enemy units also suffer -1 to hit them with ranged attacks. </tab> </tabs> '''Secondary Objectives''' '''Battlefield Supremacy''' *''The Long Vigil:'' Score 5 VP at the start of every turn after the first where no enemies are less than 6" away from your DZ while you have a unit within your DZ. {{W40kKeyword|Aircraft}} are excepted from these rules. You're pretty much running area denial here, so pop the transports where they arrive and prioritize any deep strikers. '''Purge the Enemy''' *''Cull Order:'' At the start of the game you and your opponent must select alternating battlefield roles (HQ, Troops, etc), ''starting with your opponent''. At the end of the game, for each role where you destroyed every unit of that role your opponent has, you score 5 VP. **This can generate a ''lot'' of VP very reliably, because it's incredibly rare for an opponent to field an army covering every role, much less every role equally. For example, ''many'' opponents you face will have 0 Fortifications and 0 Lords of War - which means even going second, you can pick a category that gets you 5 VP just for picking it. There are 9 roles, meaning you get to pick 4 of them. ***As an example: if you fight an all-Knight army, this is an automatic 15 VP, because your opponent can't stop you from picking roles they didn't field. '''Shadow Operations''' *''Cripple Stronghold:'' The real Black Ops shit. At the start of the game, your opponent picks one objective, preferably one in his DZ. For the duration of this game, your {{W40kKeyword|Infantry}} units gain a special action that they trigger at the end of the movement phase so long as any non-{{W40kKeyword|Aircraft}} models aren't within range of the objective. If the unit remains within range at the start of your next command phase, you win 6 VP. '''No Mercy, No Respite''' *''Suffer Not the Alien:'' 1 VP for every unit from a major xenos army you slay. Pretty cut and dry. ====Armies of Renown: Kill Team Strike Force==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Introduced in the first Octarius book, this is akin to Deathwatch Classic, undoing all DW 8th Edition gains (they couldn't use things like Predators before) but doubling down on their Kill Teams. Basically they lose access to most vehicles and anything that isn't core (like Centurions), giving your trademark units even more power and versatility, but forcing you to rely on them: Antitank? You mean Eradicators. <div class="mw-collapsible-content"> =====Special Rules===== '''Restrictions''' #All your army must be Deathwatch, and you can only bring {{W40kKeyword|characters}}, {{W40kKeyword|Kill Teams}} that bought a specialism, as well as Blackstars and Dedicated Transports - i.e. Rhinos, Razorbacks, and Drop Pods (& Termite drills) for firstborn and Impulsors for Primaris. Only Impulsors: you can't use Repulsors, and if you want two Razorbacks, you gotta have two other units first. ''And nothing else.'' #*Do keep in mind that before you can get most models, you have to take the basic 5 models for a Kill Team as tax: Firstborn Veterans, Intercessors, Heavy Intercessors, and Infiltrators. #*No Kill Team has access to ATVs or Bladeguard. Also, because he's a character, you can bring a Bladeguard Ancient, [[Fail|but not the actual Bladeguard]]. It also means you cannot use any of the "attack twice" stratagems, because Fortis Kill Teams do not actually have the {{W40kKeyword|Intercessor}} or {{W40kKeyword|Assault Intercessor}} keywords. '''Benefits''' #Alongside gaining the {{W40kKeyword|Strike Team}} keyword, two different kill teams can take the same specialism, where only one could do so before. #'''Veterans of the Long Vigil:''' ''Aka Free Brotherhood of Veterans, and the real reason to bring this Army of Renown''. Each turn you ''can'' (''optionally'') replace your Xeno Hunters tactic with a Chapter Tactic or Successor Tactic. Note that this doesn't provide any of the doctrine boosts that each of them provides, but you can mix-and-match them to the doctrine you want to use (Salamanders when shooting, BA when charging). Just be aware that '''you can use any chapter tactic only once'''. In addition, using the Brotherhood of Veterans stratagem can let you pick out a different chapter tactic without causing issues for you. #*Do keep in mind that "re-rolling 1s to wound vs battlefield roles" is part of your chapter tactic. '''Swapping that out for another chapter makes you lose the re-roll''', or in the Specialisms' case, be demoted from full re-rolls to wound back down to re-rolls of 1s to wound. ''Except for Aquila''. #*It says you can use any chapter tactic only once, but with the sheer number of chapters, that doesn't really matter: #**There are 3 traits for shooting (IF, CF, DA), 3 for melee (SW, BA, FT, BT kinda), 3 to resist being attacked ([[Drop_Site_Massacre|IH, RG, Sal]]), and 2 to fall back and reengage (UM, WS). You'll run out of turns sooner than of run out of choices. '''Warlord Trait''' *'''Xenos Bane (Aura):''' {{W40kKeyword|Strike Force Kill Team & Characters}} within 6" gain the Xenos Hunters chapter tactic on top of the Codex chapter tactic you chose to replace it, meaning that you get to keep the re-rolls as well as the other fun tricks the other chapters get. '''Relic''' *'''Inquisitorial Cipher:''' Allows you to swap out one secondary objective/agenda with a different one, allowing you to take two Deathwatch-exclusive secondaries/agendas. =====Stratagems===== <tabs> <tab name="Battle Tactics"> *'''Specialism Extremis (3 CP):''' Pick one {{W40kKeyword|Strike Force Kill Team}} that's picked a specialism during the shooting or fight phase. Until the end of the phase, ''any hits this kill team makes against their favored prey will automatically wound'', allowing this to make a massive dent upon the designated foe. It damn well better too, as you can only use this once on each kill team and that CP cost is quite steep. **Unlike other specialisms targetting specific battlefield roles, Aquila Teams can select any target for specialism extremis. ''Even if they don't actually have re-rolls against them''. **Make those attacks count: you want to do the most attacks, with the most Damage and AP. Against targets with only 1W however, you want only lots of hits and AP. Notable mentions are: ***<u>Ranged</u>: '''Plasma Inceptors''', followed by Veteran Combi-plasmas at close range (with a source of +1 to hit). Against something like a Telemon (4++ -1D 6+++ 14W), ''five'' '''Eradicators''' (1 w/Multimelta) can kill it in one go from 12". If the target has -1D (or only 1W) however, then you just want the most shots & AP, so 5 Aggressors w/fragstorm would do. Keep in mind flamers do not roll to hit. ***<u>Melee</u>: The most damage you can get is Veterans with '''heavy thunder hammers''' (glass cannons), then '''normal thunder hammers''' and then '''Aggressor fists''', because 3A @ 3D > 4A @ 2D. Do mind models with -1D and beware wasting dmg. Against targets with only 1W, it's '''paired lightning claws'''...but '''chainswords''' are more cost effective (because they're free). Shouldn't use paired chainswords because the stratagem is single-use; chainsword + combi is okay. </tab> <tab name="Requisition"> *'''Honoured Veteran of the Watch (1 CP)''': Single use. A Sergeant gains +1 wound, as well as their own choice of WT, marking the Deathwatch as the '''''only'' chapter with 3 Warlords''', outside of taking Specialist Detachments (which aren't really a thing anymore). **Even more notably, they are not restricted to taking only a Deathwatch trait, meaning they can get a normal one, or even a Vanguard one, if they are from a Spectrus ({{W40kKeyword|Phobos}}) Kill Team. **Be aware some traits you can take - like Paragon to take Echo of the Ravenspire - aren't well defined on a multi-model unit and may cause a rules explosion. Maybe say that one works on a squad level? </tab> <tab name="Strategic Ploy"> *'''Battlefield Teleportation (1 CP)''': One {{W40kKeyword|Strike Force Kill Team}} or {{W40kKeyword|Character}} can immediately be redeployed during the movement phase. This is always a welcome perk, as the Teleportarium stratagem only throws things into reserves. Since it'll work on any kill team, you can use this to launch any manner of '''surprise assault on a weak spot the moment it shows itself'''. **Can be combined with the Beacon Angelis relic to instantly recall 2 Kill Teams to the bearer, though that one only works if the character didn't arrive from reserves that turn (Phobos Captain, fast character). **Warlord: Paragon of their Chapter - Echo of the Ravenspire, wargear: Deathwatch teleport homer, and stratagem: Guerilla Tactics also allow a redeploy, though after spending the previous turn in ongoing reserves. </tab> <tab name="Wargear"> *'''Black Vault Bolts (1 CP):''' The chosen Kill Team's Bolt weapons become Heavy 1, and until the end of that phase, each natural 6 to wound will deal a mortal wound ''on top of any other damage'', to a maximum of 6 mortal wounds. Which is unattainable, because <u>you'd need 54 shots for 6 MW to happen</u>, unless you targeted something that needs 6s to wound (T8) and reroll all wounds, on top of rerolling 1s at BS2+. ''But shooting at a Land Raider with bolters is stupid''. **The Kill Team's weapons don't actually need Special Issue Ammo to use Black Vault Bolts, meaning Primaris Kill Teams' Bolt Pistols become Heavy 1, and can thus be fired alongside their main bolt rifle. And they already have Heavy 1 versions of their main gun, for up to 20 Black Vault shots...aka 2 MW. </tab> </tabs> </div> </div> ====Stratagems==== <tabs> <tab name="Battle Tactics"> *'''Death to the Alien! (1 CP):''' Used when a {{W40kKeyword|DEATHWATCH}} unit is selected to fight. Gain +1 attack when in engagement range with a {{W40kKeyword|Tyranid}}, {{W40kKeyword|Aeldari}}, {{W40kKeyword|Ork}}, {{W40kKeyword|Necrons}}, or {{W40kKeyword|T'au Empire}}. *'''Prognostication Volley (1 CP)''': ''Anti-{{W40kKeyword|Eldar}}''. When a {{W40kKeyword|Deathwatch}} unit shoots at a {{W40kKeyword|Aeldari}}, ignore any Hit and Balistics modifiers. Suffer no Eldar tricks (except in melee), and can also be used to destroy their Aircraft. *'''Synaptic Severance (1 CP)''': ''Anti-{{W40kKeyword|Tyranid}}''. Until the end of the phase, a {{W40kKeyword|DEATHWATCH}} unit auto wounds on hit rolls of 6 against {{W40kKeyword|Tyranid Synapse}} units. Basically a second use of '''Gene-wrought Might''' but against Tyranid Synapse units. </tab> <tab name="Epic Deed"> *'''Adaptive Tactics (2 CP)''': Single Use. In the command phase, if you have a {{W40kKeyword|Watch Master}} on the battlefield, you can change the battlefield role for Xeno Hunters. *'''Atonement through Honour (1 CP)''': During opponent's change phase, a {{W40kKeyword|Deathwatch}} unit with a black shield can do a heroic intervention. </tab> <tab name="Requisition"> *'''Sanction of the Black Vault (1 CP)''': Single use. A Sergeant can take the Artificer Armour, Master-crafted Weapon, Digital Weapon, Banebolts of Eryxia, or Artificer Bolt Cache relic. An Eliminator Sergeant can aim BS2+ Banebolts at characters, and the Artificer Bolt Cache can increase a Centurion Sergeant's Hurricane Bolter beyond merely master crafting it. *'''A Vigil Unmatched (1 CP)''': Single use. Give a {{W40kKeyword|DEATHWATCH character}} warlord an additional Deathwatch warlord trait. ''Of note that, with Paragon of the Chapter, there's some 17 choices to pick one from''. </tab> <tab name="Strategic Ploy"> *'''Brotherhood of Veterans (2 CP)''': For the turn, a {{W40kKeyword|DEATHWATCH}} unit can replace Xeno Hunters with another Chapter or successor tactic. So versatile, it's not so much about how to use it but with whom and when, as by definition they buff common situations. That said, you do have the deathwatch-specific scenario of "I want to SHOOT a lot of Special Issue BOLTS" come up frequently. **Hard to afford using it every turn unless you have CP regain from a Watch Master or an Ultramarines Paragon of their Chapter. You can use the '''Kill Team Strike Force''' to activate that on every kill team, with the restriction an Army of Renown entails. When playing such a force, this stratagem serves for having a unit use a chapter tactic different from the rest of the army. *'''Disruptive Launch (1 CP)''': A {{W40kKeyword|DEATHWATCH}} unit with a {{W40kKeyword|jump pack}} model can shoot when they fall back. Very useful for Inceptors, who are very shooty and better off on their own. Meanwhile Vanguard Vets aren't shooty at all. *'''Relentless Assault (1 CP)''': A {{W40kKeyword|DEATHWATCH}} unit with a {{W40kKeyword|Biker}} model can fall back and charge. Particularly handy since bikes are otherwise hampered by unit cohesion rules. *'''Priority Doctrine Adoption (1 CP)''': If running a pure {{W40kKeyword|DEATHWATCH}} army. A {{W40kKeyword|DEATHWATCH}} unit can benefit from a different combat doctrine. *'''Teleportarium (1 CP)''': You can set a {{W40kKeyword|DEATHWATCH INFANTRY}} unit, {{W40kKeyword|DEATHWATCH Biker}} or {{W40kKeyword|DEATHWATCH DREADNOUGHT}} in a Teleportarium chamber instead of placing it on the battlefield. Single use, two for Strike Force games, three for Onslaught sized games. ** An effective means of deepstriking [[Eradicator| Gravis]] [[Aggressor| units]] and [[Leviathan| Dreadnoughts]] into your enemy's [[RAPE|meaty backfield]]. ** One of several ways Deathwatch players can ignore their deployment zone, avoid enemy shooting, and deploy units where they will be the most effective *'''Overkill (1 CP)''': ''Anti-{{W40kKeyword|Necron}}''. After fighting or shooting at a {{W40kKeyword|Necron}} unit, that unit suffers -1 to reanimation protocols rolls made for those attacks. Can be used when shooting at them from long range too now. *'''Stem the Green Tide (2 CP)''': ''Anti-{{W40kKeyword|Ork}}''. Use when an {{W40kKeyword|Ork}} unit charges a {{W40kKeyword|Deathwatch}} unit; the DW unit can fire overwatch and the Ork unit takes a -2 to the charge roll if you kill a model. **Mostly useless, as not only that implies you hit and kill a T5 ork that could very well charge with a vehicle first: Orks now have the '''Tide of muscle''' stratagem to ignore charge modifiers in their own codex. Worst of all, [[Fail|it costs less CP than yours]] *'''Targeting Scramblers (1 CP)''': ''Anti-{{W40kKeyword|Tau}}''. Use after an enemy {{W40kKeyword|T'au}} unit has resolved all attacks in the shooting phase against a {{W40kKeyword|Deathwatch}} unit, remove all markerlight tokens from it. Lol. </tab> <tab name="Wargear"> *'''Clavis (1 CP):''' During the fight phase, select a {{W40kKeyword|vehicle}} within 1" of a {{W40kKeyword|Watch Master}}. The vehicle suffers D3 mortal wounds and it fights last. Good for dealing that last bit of damage to destroy it or bring it down a wound bracket, and especially for letting your guys beat that thing up before it can retaliate. Useful against Dreadnoughts and Daemon Engines, but it does expose your Watch Master. Maybe you should use '''Melta Bomb''''s 2d3 MW before this one, but this one doesn't need to give up any attacks. *'''Shroud Field (2 CP):''' During the first battle round, {{W40kKeyword|Corvis Blackstar}}s can't be targeted with shooting unless it's the closest target. Most people deploy their anti-air batteries in the back, forcing them to take potshots at your Blackstar at -1 to hit. *'''Special Issue Loadout (2 CP):''' During your shooting phase, one {{W40kKeyword|Deathwatch infantry}}'s bolt weapons (''[[Fail|except sniper rifles]]'') gains Special issue ammunition but their type is changed to Heavy 1 until the end of the phase. ''Most useful to your Intercessors' and Heavy Intercessors' heavy bolt rifles. Full D3 Troop guns, marine creep must be nasty to other factions tbh''. **Hillariously all Primaris are equipped with a bolt pistol, which by changing its type to Heavy 1 it loses the Pistol type, and can thus be fired alongside the model's other guns. </tab> </tabs> ====Psychic Discipline: Xenopurge==== #'''Premorphic Resonance (WC6) Blessing:''' A {{WH40Kkeyword|Deathwatch}} unit within 18", until your next psychic phase, hits on 5+ on Overwatch, and always fights first, in addition to gaining +1 to hit in melee. #*The +1 to hit can be combined with the Space Wolves chapter trait (or '''Fury of the First''' on a Terminator unit) to both ignore a Thunder hammer's -1 to hit and make it hit on a 2+. #'''Fortifed With Contempt (WC6) Blessing:''' A {{WH40Kkeyword|Deathwatch infantry}} or {{WH40Kkeyword|Deathwatch Bike}} unit within 18" gains a 5+++ FNP. #'''Neural Void (WC7) Malediction:''' One enemy unit within 18" loses an attack and can only charge the nearest enemy unit. #*A really useful power, especially powerful against melee armies/units. With clever positioning you can force a debuffed enemy unit to charge, say, a Rhino instead of your Kill Team. -1A already is an okay defense anyways. #'''Psychic Cleanse (WC6) Witchfire:''' Roll a die for each enemy model within 9", on a 6 they take a MW. #*You need to catch ''15'' models in the very short range of this power to inflict more mortal wounds than Smite does. #'''Mantle of Shadow (WC6) Blessing:''' A {{WH40Kkeyword|Deathwatch infantry}} unit within 12" can't be shot at unless they're within 12" of the firing unit or are the closest eligible target, so long as they don't shoot or charge. #*Useful for protecting a backline unit that isn't shooting. Maybe it's doing an action. Maybe you want to hold the objective but the enemy artillery/Hive Guard wants to stop it. So they're forced to shoot a different unit. One that can pop SMOKE, or Transhuman. The Librarian could also use it to make a character un-snipeable. #'''Severance (WC7) Malediction:''' One enemy {{WH40Kkeyword|Character}} within 18" suffers a MW and a 3" reduction on the range of their Auras. If the psychic test was greater then their Ld, their subordinates can't benefit from their Auras at all. #*The singular mortal wound isn't great, but shutting auras down can be really helpful. Good if you know there's a buff character being the linchpin for your enemy's army. Note that it says enemy units cannot benefit from the total aura shutdown, so debuff auras will still affect your guys, even if the range of the aura is reduced. ====Warlord Traits==== #'''Vigilance Incarnate:''' Each command phase, pick a battlefield role. A {{W40kKeyword|Deathwatch CORE}} unit within 6" can reroll wound rolls of 1 against units with that battlefield role. Watch Captain Artemis gets this trait. This is quite a save as this lets you double-dip a bit with your chapter tactics, and you may want a heavy weapons unit target vehicles while the rest of your army's small arms attack enemy troops, as well as unlocking full wound re-rolls for units with the right specialism. Plus, helps you avoid taking a Lieutenant. #'''Paragon of their Chapter:''' Pick a Chapter Warlord Trait from Codex Space Marines (you can't pick one from a supplement). Note you have to pick one that matches your paint if you've picked livery from a specific chapter for your dude, so no painting your dude the wrong way to trick your opponent. That includes if you've painted your guy as a specific successor chapter - you have to match the ancestor - so your best bet is to use Blackshield or OC paint, to avoid being forced into a specific trait. The options are: #*'''{{W40kKeyword|White Scars}} - Deadly Hunter:''' When the Warlord makes a charge move, choose one enemy unit within 1" and roll a D6. It suffers a Mortal Wound on a 2+. #*'''{{W40kKeyword|Space Wolves}} - Beastslayer:''' +1A when engaged with a {{W40kKeyword|monster}} or {{W40kKeyword|Vehicle}}, and +1 to hit and wound those things (both melee and ranged). Use an S8 weapon to wound almost everything on a 2+. #*'''{{W40kKeyword|Imperial Fists}} - Architect of War:''' Nearby {{W40kKeyword|core}} in cover treat AP-1 attacks as AP0. Lessens the effect of common AP-1 multi damage weapons. ''The only AURA in the Chapter Traits list''. #*'''{{W40kKeyword|Crimson Fists}} - Refuse to Die:''' Come back to life on a 4+ with D3 wounds. #*'''{{W40kKeyword|Black Templars}} - Oathkeeper:''' 6" heroic intervention. Not being left out is good, I guess. #*'''{{W40kKeyword|Blood Angels}} - Speed of the Primarch:''' Always fight first. And you're the faction with invuln-ignoring swords on your jump captains. Now your Teeth-of-Terra-captain or Black-Mace-chaplain can make a Heroic Intervention and kill most deepstriking chargers before they can even land a swing on your precious Kill Teams. You can multiply this strategy using Veil of Time and Premorphic Resonance, to have a wide front of Always Fights First. #*'''{{W40kKeyword|Flesh Tearers}} - Merciless Butcher:''' +1d3 attacks if 5 or more enemy models are within 3" of the Warlord. #*'''{{W40kKeyword|Iron Hands}} - Adept of the Omnissiah:''' Repair vehicles like a Techmarine or add +1 to any recovery rolls if you're already one. #*'''{{W40kKeyword|Ultramarines}} - Adept of the codex:''' Refund 1 CP on 5+ when you buy your own strats. You always need more CP. #*'''{{W40kKeyword|Salamander}} - Anvil of Strength:''' +2S. You're fighting T3 mortals and you want to reach S6 or you took a Relic Blade and want to wound MEQ on 2+. That's about it. #*'''{{W40kKeyword|Raven Guard}} - Echo of the Ravenspire:''' Once per game remove the WL from the board at the end of your movement phase and deepstrike him at the end of your next one. Lets your warlord keep up with your Spectrus team when they do their own "Guerilla Tactics" teleport. #*'''{{W40kKeyword|Dark Angels}} - Brilliant Strategist:''' Select one friendly unit within 6" of the Warlord. Until the next Command phase, that unit counts as being in the Devastator Doctrine if the Tactical Doctrine is active for your army, or in the Tactical Doctrine of the Assault Doctrine is active for your army. ''Can be combined with '''Adaptive Strategy''' or the cheaper '''Priority Doctrine Adoption'''. That way you can have a couple units benefitting from the Devastator doctrine while the rest of your SIA bolt units use Tactical''. #'''Nowhere to Hide (Aura):''' Select an enemy unit at the start of each Shooting phase. That unit cannot claim cover against attacks made by {{W40kKeyword|deathwatch core}} units within 6" of the Warlord. Keep him near your guns that don't get Dragonfire bolts, or stack their effects with other ammo. Note the enemy doesn't need to be visible to the Warlord. He just knows. Codicier Natorian uses this trait. #'''Optimised Priority (Aura):''' {{W40kKeyword|deathwatch core}} and {{W40kKeyword|character}} units within 6" of the Warlord can shoot without their Action failing. Aura of free '''Uncompromising fire''' stratagem, so you can get VP without giving up special bolt fire. That being said, unless you have several units doing actions you could be better off actually using the stratagem instead of giving up a warlord trait for that. Used by young Cassius. #'''Castellan of the Black Vault:''' The Warlord can take one of the following ''in addition to'' any other relics: Master-crafted weapon, Artificer Armour, Adamantine Mantle, Banebolts of Eryxia, special issue ammunition cache. Can be useful now that relics are limited by army size, and even allows you to take two relics on the same character. ''This is the guy who can shoot a Damage 3 Master crafted Storm Bolter with Vengeance rounds''. #'''The Ties That Bind (Aura):''' {{W40kKeyword|deathwatch core}} units within 6" of the Warlord re-roll morale checks. In addition, in the command phase pick one {{W40kKeyword|deathwatch core}} unit within 6" of the warlord to gain Objective Secured; if it already has it (which may be the case with Kill Team Troops), each model in that unit is treated as two models for the purpose of deciding who controls the objective. ====Relics==== <tabs> <tab name="Chapter Relics"> *'''Adamantine Mantle:''' 5+++. "Not dying" is good for everyone, but better the more wounds you start with. *'''Beacon Angelis''': Once per battle, ''if the bearer did not arrive from reserves'', at the end 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. Of some use because some game modes delay deepstrikes until turn 2. **An infiltrating Captain or a character on a bike could use this relic to, say, teleport a unit of Eradicators into position. Maybe coupled with another unit using the Teleportarium. *'''The Blackweave Shroud:''' The bearer adds +1 to their Toughness and a 4+++ against any Mortal Wounds, protecting against S5 (power swords) and S8 (power fists, melta, plasma), as well as psychic nonsense. Great for when your characters are already well armoured, like Terminators, Storm shield bearers, or Watch masters with their innate 2+ save. *'''Dominus Aegis:''' A team shield. On top of the usual +1 to armour saves for the bearer, all friendly {{W40kKeyword|Deathwatch Core}} and {{W40kKeyword|Deathwatch Character}} models within 6" gain a 5++. The same effect as a Psychic Fortress librarian to either spam or replace him. *'''Eye of Abiding:''' The bearer can ignore any and all modifiers to hit, wound, WS, and BS, and the enemy can't use invuln saves against attacks on a 6 to wound. *'''The Osseus Key:''' Watch Master only. Enemy vehicles get -1 to hit and -1A if they are within 12" of him. *'''The Soul Fortress:''' Librarian only. 24" Hood and can ignore all modifiers for a psychic test. Eh, ''maybe'' against the Tyranid's Shadow in the Warp. *'''Spear of the First Vigil:''' Upgraded Vigil Spear with +1S and D3, which is ''slightly'' better than +1D on it. Becomes killer S8 in the hands of a Salamanders Paragon, but a Master-Crafted Vigil Spear would get +1D on both of its profiles. *'''Thief of Secrets:''' Xenophase Blade which is D2 against the alien races (Tau, Tyranids, Orks, Necrons, or Aeldari). A master-crafted Xenophase blade would be D2 against everything, but this can give a Xenophase blade to those who can't take it, like Primaris characters. *'''Tome of Ectoclades''': Once per battle, during the command phase pick an enemy datasheet; all {{W40kKeyword|Deathwatch Core}} within 6" re-roll wounds against units of that datasheet until your next command phase. Use it on something the enemy relies on, like Dark Eldar Raiders. *'''Vhorkhan-pattern Auspicator:''' {{W40kKeyword|Deathwatch Core}} units within 6" gain +1 to hit against [[Tau|enemies]] [[Eldar|with {{W40kKeyword|fly}}]]. </tab> <tab name="Sergeant Relics"> These are assignable like normal relics, but also assignable via the Sanction of the Black Vault strat to a Sergeant: *'''Artificer Armour:''' 2+/5++. Most useful for Lieutenants and Librarians, who lack invulns. *'''Artificer Bolt Cache:''' All bolt weapons on the bearer gain special issue ammunition. It gives SIA to primaris, but theyโre better off with the actual relic versions of their guns. Best on a Captain on Bike, so you can rock two Storm Bolters with SIA. ''Stacks'' with Master-Crafted, meaning a bike captain can rock the master-crafted boltgun he ships with ''and'' a master-crafted storm bolter on his bike, ''both'' shooting SIA. *'''Banebolts of Eryxia:''' Lets a bolt weapon fire a single shot with S6 AP-2 D3. *'''Digital Weapons:''' Do an additional attack when the model fights. If it hits, the target suffers a mortal wound. Terrible. *'''Master-crafted Weapon:''' +1D to a weapon, and it now considered a relic (so now some WTs no longer affect it and such). Sgt's '''5D Heavy Thunder Hammer!''' If used on a weapon with multiple profiles (like combi-weapons and the Vigil Spear) it affects both profiles. It also makes a bolt weapon reach 2D without using Vengeance rounds, so you can combine it with other effects. </tab> </tabs> ====Special Units==== You need the units listed here to get your hands on special issue ammunition - nothing else has a way to legally buy the deathwatch guns that fire them. =====HQ===== *'''Watch Master:''' Your 'Chapter Master', with natural 2+ save and +1W (so 6) on top of his usual stats, including the ability to give full re-rolls to a single unit in the command phase (he doesn't have the chapter master keyword ''and'' his ability is renamed to match his own, so he won't qualify for the Chapter Master warlord trait or relic). A contrast in a flexible force, his wargear is fixed to the Vigil Spear, which is a force sword in melee and a captain's master-crafted bolter with dw SIA at range. That costs you 130 points - if you were able to just upgrade a Captain to be a Chapter Master, he'd be 125, jumping to 135 if you bought him a storm shield as the only legal way to give him a 2+ or 130 with a power sword (which the spear is slightly better than), so technically the Watch Master is a bargain even if dw special issue ammo counts as a free upgrade. The technically is because building your own would not only let you grab a better melee weapon, it would let you grab a jump pack - this guy ''has'' to catch a ride on a transport. ======Special Characters====== *'''Watch Captain Artemis:''' Hailing from the days of Inquisitor, Artemis is our only special character. Regular Watch Captain with a master-crafted power sword (meaning he hits ''harder'' in melee than a Watch Master) and a weird dw combi-flamer whose flamer mode is S2 Poisoned (2+). He also has a third grenade, a once per battle weapon that fires 1 shot at 6", and if it hits, it inflicts 1d6 mortal wounds. He also has a 6+++ fnp. That all costs 20 points more than a standard captain, which is... ''ok''. Make sure you put him in a Blackstar or something to ensure you get value out of that grenade, since you're definitely paying points for it. *'''[[Ortan Cassius|Chaplain Cassius]]:''' Took a time machine and now back in Deathwatch. Merely a chaplain with +1A and +1Ld, +1 to making his litany go off, 1 better AP on his crozius (turning it into a master-crafted power axe), and he's locked to a bolt pistol, but it fires SIA, mitigating the nerf to his dakka compared to grabbing a normal bolter on a normal Chaplain. He costs 15 points more than a normal dude and can't take a jump pack, power fist, pistol, combi, or bolter, but that +1 to Litany rolls is a rock solid buff by itself, and there's nothing wrong with his superior melee if you put him on a transport. *'''[[Jensus Natorian|Codicier Natorian]]:''' Named Librarian, with a Deathwatch bolt pistol (which is inferior to a normal Librarian gun, but not ''as'' inferior, thanks to the SIA), an AP-4 force sword that swings at an upgraded WS2+, and +1 to cast Smite and Witchfire psychic powers; he's locked to Xenopurge, which means his +1 works on Smite and Psychic Cleanse. All of this costs 10 points more than the dude he's replacing. Problem is he doesn't have an invulnerable save, so it'd probably be a better idea to keep him out of melee, and he has neither a jump pack nor a terminator suit, so you'll have to give him a ride to get him anywhere. =====Troops===== *'''Deathwatch Veteran Squad:''' Not the actual kill team, just the Vets, which is why you should ''never'' field this - it's a Proteus Kill Team with fewer options. Still, they need a full entry here so you know what you're doing when you build the Proteus team. They have nice Leadership values and 2 attacks base, and come stock with power swords (which cost points, but you can swap them for chainswords which don't, thankfully) and bolters with Special Ammunition. Up to four of them can take heavy weapons (pretty much overwriting the absence of both the Sternguard and Devastator squads, except that their heavy weapons list doesn't include lascannons, multimeltas, grav-cannons, or plasma cannons), 1 in 5 of them can take heavy thunder hammers, one of them can be a Blackshield (paying 5 points for +1A with another +1A for dual wielding melee weapons), and the sergeant can pick up a combat shield if he didn't swap a weapon for a storm shield. While for melee they have the same limitations of a footslogging squad, you do have some neat transports, like the Blackstar. **They get some cool multi-use Deathwatch weapons. Stalker-patter boltgun is an improved Deathwatch bolter with -2AP and D2. The Deathwatch shotgun has a S5 mode, -1Ap D2 mode, or 8" FLamer mode. Deathwatch Frag cannon fires 12" 2d3 D1 Blast krak shots or is a 24" D2 Autocannon. Infernus Heavy Bolter is if you turned a heavy bolter and heavy flamer into a combi weapon. **Storm bolters, sadly, no longer have special-issue ammo. However, they are your most cost effective source of sheer dakka, and with Bolter Discipline that's four shots per marine. Same as bikers, without SIA but for less cost. **'''Black Shield:''' Now they can take a heavy thunder hammer, and have an extra attack over their Veteran friends. He also gets an additional +1A if he is armed with two melee weapons. If you just thought about adding [[RAPE|a lightning claw and a chainsword in order to swing 1 AP-1 attack and 5 (6 under Shock Attack) re-rollable wound AP-2 attacks for a total of 6-7 at a severe discount...]] congrats, you're paying attention. His big downside is that he costs more than the sergeant does in such a way that all of his choices are inefficient, but his upside is that he can pump out more attacks than the sergeant and can give the squad heroic intervention with a stratagem. His job is to destroy things in melee, take him in squads you plan to send into melee. ======Kill-Teams====== The Deathwatch signature units. A strange way to hybridize models from multiple different units to create a unit with mixed strengths and gear. You take a base unit then add models from other units. *Fun thing: if you combat squad a unit, they still count as troop choices, so they have Objective Secured. Extra level of eliteness when your bikes and jump packs get priority on objectives. *'''Kill Teams:''' The Kill-team rules. If you have a squad with mixed toughness scores (by adding bikes to a veteran squad for instance), you use the majority toughness for the unit. If there is an even split, you choose. The unit as a whole is treated to only have the infantry keyword and for the sake of simplifying terrain interaction, Terminators, Bikers, and Jump Pack models retain their keywords only for the purposes of Bolter Discipline, Transports, or or they make a unit of only them. **In general, any unit that needs minimum X in order to field Y needs minimum X of that unit type, not models in the Kill Team unit, period. This immediately impacts how good some Kill Teams are compared to others. *'''PROTEUS KILL TEAM:''' Kill-Team Classic (and also your ''best'' kill-team). One of your four Kill-Team options, and what may well be the most complex unit in the whole Emprah-damned game. ''The Hammer to your Intercessors' Anvil'', the unit starts at 5 DW Vets, a Kill Team's core. So far, so good. Adding models is where things begin to get odd, since vets aren't your only choice. You have a plethora of transport options, including the bike-carrying Corvus Blackstar and teleportation, so that won't be much of an issue. Each model other than veterans adds a possible stratagem to use on your entire unit: <tabs> <tab name="Veterans"> The default models, yet ''the best if what you want is to keep it simple'', praise Emps and pass the Special Ammunition. Deathwatch Veterans and their Sergeant share stats with a regular Veteran team. They have nice Leadership values and 2 attacks base. Up to four of them can take heavy weapons (like a different Devastator team), any of them can take heavy thunder hammers, and the sergeant can pick up a combat shield. *As of current pricing, the weapon they can take most priced to move is an Infernus Heavy Bolter, which, even fired on the move, outperforms all other weapons they can take when shooting at targets within 12". *The storm shield is your most reliable protection for Veterans without adding more models to the squad. This is useful when fielding MSU, or creating combat squads from 10-model units of veterans in order to guard objectives ''relatively'' affordably. *The sergeant has +1A for free, and hence is an excellent candidate for a heavy thunder hammer, which he can take on top of a combat shield. </tab> <tab name="Deathwatch Terminator"> Identical to the Elites choice [[Derp|Terminators can only deepstrike if the entire unit has the deepstrike rule]]. Create combat squads of 5 Proteus Kill Team terminators to [[Deathwing|deepstrike ObSec terminators]]. You can put a teleport homer on one which lets you scoop the unit up (including the non-termi members) and put it down as per the homer rules. Remember: if the terminator carrying the teleport homer dies you lose the teleport homer. *The Cyclone Missile Launcher is the squad's most efficient, and effective, long-ranged heavy weapon: 1 Terminator carrying a CML is cheaper than 2 vets with missile launchers *The cost-effectiveness of terminators equipped with heavy weapons depends - with prices as they are now - entirely on weapon choice: did you take a Cyclone Missile Launcher and Storm Bolter? If so, you're more efficient than a heavy weapons veteran. Pair this with a Power Sword to keep the Terminator cheap, a Chainfist for maximum murder efficiency, or a Thunder Hammer and Storm Shield to help keep the termi safe - just ''don't'' use the termi to tank shots for the normies in the unit. **You can field a TH/SS/Cyclone loadout, but now your model costs ''63'' points, which is a lot to lose because you're tanking with it, even if 1+/4++ W3 is reasonably tanky. But you're better off putting a storm bolter and a free power weapon on him and letting a base vet tank hits instead. </tab> <tab name="Veteran Biker"> 14" move, A2 T5 2W, with a Twin Bolter and a melee weapon (taking the bolt pistol is stupid). All of which is wasted unless you combat-squad 3 of them alongside two Vanguard Vets, which lets you tank with T5 2+/4++ VVs while the bikers get shooting done. The Relentless Assault stratagem lets them charge even if they fall back and the VV strat, Disruptive Launch, lets them shoot if they fall back, so you can freely burn CP on said mixed unit guaranteeing that tarpitting can't ruin your day. Deathwatch Bikers are generally ''worse'' than the Bikers of other Chapters, since they can't carry special weapons and Bikes are intrinsically a shooting unit, so their improved melee doesn't impress. Bear in mind that these guys take up 3 spaces in a Blackstar, so 9 vets and a biker can't bring a character along with them. They also can't Turbo-Boost in a mixed unit. </tab> <tab name="Deathwatch Vanguard Veteran"> While he lives, the entire unit has access to a stratagem so they can fall back and shoot, Disruptive Launch, even if he doesn't buy a jump pack. Doesn't have {{W40kKeyword|Fly}} even with a jump pack ''except'' for moving across terrain, so various AA things don't get +1 to hit while shooting him or his squad. If you brought one for the stratagem, ''don't give him a storm shield to tank wounds'' - if he dies, you lose the bonus. Now what? Give the storm shield to a regular no-name Vet, it's not like they gave up shooting to get the invuln. He can't deep strike while in a mixed unit, even when mixed with termis. *Note that he's (currently) a point cheaper than a Deathwatch Veteran before he puts on his jump pack, so any loadout both he ''and'' a normal Vet can take is cheaper on him ''if they pay the same cost for the loadout''. In general, he pays Vanguard Veteran prices for things, so the cheapest way to field something both choices can take will vary as GW updates points costs - for example, right now he costs ''less'' with any pistols or melee options because of his personal 1 point discount, and he's even cheaper with a Storm Shield since it costs him a point less, although he can't carry a good gun with his storm shield. There are two things of potential interest to give him right now: **Hand Flamers: A pair of Hand Flamers is, right now, the same cost as a Heavy Flamer (so a point cheaper on a Vanguard than a normal Vet), and 7 S3 AP 0 hits is often better than 3.5 S5 AP-1 hits, particularly if you can fully re-roll wounds. Of course, an Infernus Bolter is still more efficient currently. **Storm Shields are currently cheaper for Vanguards, by 1 point, so a normal Vet with a Storm Shield and DW Bolter is 25 points to a VV's 23 for a Shield and Chainsword or a Shield and Bolt Pistol, so if literally all you want is the cheapest 2+/4++ you can field, this guy is currently it, and the superior choice for tanking to a termi as a result. </tab> <tab name="Sample unit builds"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Sample unit builds:''' Kinda straightforward, actually, since this unit only really has three weapon options: bolt weapons, power weapons, special weapons. Yup, dismiss pistols - they become less of an option when squad members allow you to fall back and charge again. Three tenets here: what you want them to do, how you want them to do it, and ''transport options''. As in, if they bring a Biker, they're forced to ride a Blackstar. <div class="mw-collapsible-content"> Here's an example build to get you started. *Give the sergeant a DW Combi-Flamer, a chainsword, and a combat shield - he's backup tank if your primary tanks die, and until then he's a lightweight version of your 4 base vets. **You can drop the chainsword and pay a point to swap the combat shield to a storm shield, but that gives up a surprising amount of close combat punch ''and'' makes your tank more expensive when he dies. **You can also swap the chainsword for a lightning claw if you want to add some points efficient melee punch, but remember, this is a ranged unit - you're better off saving the points and playing intelligently to avoid being in melee, if you can. *Give your 4 base veterans Infernus Bolters. *Take 3 termis with Cyclone, Storm Bolter, and Power Sword (or Power Axe, if you prefer). **This enables you to buy a homer, which you should, in case the unit needs to bug out, but it's not compulsory if you're low on points. *Take 1-2 tanks. Given current prices, these are your choices; remember, choosing vanguard vets also opens up the strat to shoot after falling back, which you want: **Base vet with storm shield and DW combi-flamer, for most output while waiting for your tank to die. 30 points. **Vanguard Vet with storm shield and chainsword or bolt pistol, for cheapest tank you can field. 23 points. **Base vet with storm shield and DW bolter, for a compromise of output vs being as cheap a tank as possible. 25 points. **Vanguard Vet with storm shield and hand flamer, which will underperform the combiflamer, but costs less. 28 points. *If you went with the cheapest options on the sergeant and ''two'' tanks (i.e. all three tanks), and also sprang for the homer, that's 379 points total spent on what amounts to 4 heavy bolters, 4 heavy flamers, 6 missile launchers, 3 storm bolters, 1 deathwatch bolter, and a flamer, all protected by a pair of 2+/4+++ guys that need to die before you even lose any guns worth mentioning. *The unit with 2 vv tanks is 1 body too large for a Blackstar, but can also combat squad to solve that problem - being MSU makes you more resistant to blast damage and morale, but of course you'll need to decide how to allocate your tanks, as you can't protect the whole thing with all of them. You can drop to 1 tank if you want to fit in a Blackstar as-is. Maximum plasma: You can field BS3+ plasma guns with ObjSec for 25 points a dude without any filler, which is ''incredibly'' efficient, and you can kick up to 30 points a dude to strap storm shields to the lot of them. That's more efficient than anything other chapters can field, in terms of plasma - company and sternguard vets have to pay 10 points for their plasma, not 5. Don't be afraid to spam some plasma - just remember to field a captain to babysit them. There's no limit on these - each unit can just be 5-10 plasma gunners if you like. </div> </div> </tab> </tabs> *'''Kill team Cassius:''' A fixed setup of an Aquila Kill-Team specialism which includes many nerfed members and two buffed members, which makes telling you how reasonably costed it is slightly challenging, but the loadout is also scatterbrained enough that you wouldn't want it even if it weren't overcosted. If you're curious, it does cost 260 points and building it manually would run you 258 (including somehow buying the terminator his illegal meltagun) before you'd also have to figure out how to price the biker's gun and the termi's flamer, neither of which exist in your normal options. That said, you can take it without blocking yourself from taking a second Aquila. Note that both vanguard vets are described as not having jump packs, but they're also described as being M12; one of the reasons you might care is that the unit has Combat Squads, which means since it has only one legal size, CS automatically triggers, and you can split the unit in half when you deploy it. There's also the unanswered question of how much space the unit takes up on a Blackstar. The unit is also immune to morale checks, for what that's worth. The members are: **A sergeant with a dw bolter who forgot his free chainsword at home, nerfing him compared to a normal bolter sergeant. **A vet with a plasma pistol and power sword, meaning he's nerfed compared to the same vet with a plasma gun and power sword, which would be the same price (so would be a plasma gun and lightning claw, but that's only ''usually'' better than a power sword). ***Remember, a pistol and melee combo is always cheaper on a vanguard vet instead, if you're building this unit manually. **A vet who's copying his sergeant by carrying a dw bolter and nerfing himself by forgetting his sword at home. **A vet who's only half-copying his sergeant, carrying a dw combi-melta and nerfing himself by forgetting his sword at home. **A perfectly normal vet with a dw frag cannon, the first member of the unit not to have made a deliberately inferior choice. **A vanguard vet with 2 lightning claws. That's ok, since while the sergeant and black shield do this more efficiently, the shield costs more and the sergeant is busy carrying a dw bolter, but the crippling problem is that against almost any possible target, this is just less efficient than a chainsword and claw, and again, presumably you fielded this guy over a black shield to keep costs down. **A vanguard vet with a hand flamer and chainsword, which is dumb as shit in this unit, where a regular vet with dw combiflamer and chainsword would be better. Vanguard vets with ''two'' hand flamers ''and a jump pack'' are interesting as a deep strike threat that can't miss, but this build has no business in this unit. **The first buffed member: a veteran biker with a power sword who somehow got his bike's storm bolter to fire DW ammo, making him a ''lot'' less useless than veteran bikers are. Since he's the only biker member, Mixed Unit can't really help you, here. **The second buffed member, a dw terminator with a power fist and a homer (it's on him specifically, even though homers are bought for the unit), and an illegal set of guns: he has a meltagun, which dw termis can't even legally carry, ''and'' a totally unique weapon he calls a Deathwatch heavy flamer. This sunnuvabitch has three profiles, ''all of which'' automatically hit: ***Normal heavy flamer, which you'll virtually never fire, although it's the best mode against TEQ - you want it against T4 or T5 with a 2+ save. For anything else, pick another mode. ***Poison mode: sets AP to 0, but wounds non-{{WH40Kkeyword|vehicle}} non-{{WH40Kkeyword|titanic}} units on 2+, making it usually better than standard mode against its viable targets. ***Blast mode: Possibly the only auto-hitting blast weapon in the game, this sets S to 4 and AP to 0, but not only doubles the rate of fire to 2d6, ''also'' adds the Blast rule. This is easily the best mode for clearing away chaff, and when you can't use poison mode, ''also'' usually better than the heavy flamer mode against heavies. *'''FORTIS KILL TEAM:''' A basic Primaris Killteam - Intercessor Squads (''not'' Veteran Intercessors, for some reason) mixed with other Primaris units to form Fortis Kill-Teams. They no longer have SIA, so you have to use them like normal Primaris units, but individual models can individually pick which version of their weapon they want and add models from more expensive units to give a balance of more power while cutting costs or create two unique 5-man squads for different jobs using only 1 troop slot. Take 5 Intercessors (with individually chosen rifles), then add other flavors of Primaris Marines to match the role you have in mind for them. <tabs> <tab name="Intercessors"> The shooty core of the team. You're going to have 4 of them plus a Sergeant, and, unlike the base squad, you're free to give any bolt rifle to any intercessor without forcing the rest of them to follow suit, which is primarily only useful for some strange mixed units you can make. </tab> <tab name="Assault Intercessors"> An unfathomably poor choice - these are already troops, and gain ''nothing'' from being in this kill team, instead ''losing'' their sergeant for no substantial benefit. Just don't. </tab> <tab name="Outriders"> Pay extra for a bike ridden by a primaris; you can build a 5-man Outrider squad this way, which is normally illegal, but Outriders are cowards compared to Veteran Bikes at -1 Ld, so it's unclear why you'd want to - if all you want is 5 bikes with ObjSec, a Proteus Team does this more cheaply and more bravely. Has extra durability and makes more attacks. This ''does not'' give the entire team the bike's Devastating Charge rule - explicitly, only the bikes have it. </tab> <tab name="Hellblaster"> Does not add any extra rules of its own. It does, however, add a lot of extra firepowers. Hellblasters are the ''reason'' to field Fortis Kill Teams: Hellblasters are like letting you pay 13 points to upgrade an Intercessor to have better S, AP, and the option to Overcharge, although remember, if you take 5 Hellblasters, you can't take a second grenade launcher; from the Hellblaster's perspective, they gain the ability to take up Troops slots (making them spammable) and ObjSec: *Assault: 13 points improves you from S4 AP0 to S6 AP-4. Particularly ideal because the Grenade Launcher is also assault, so the entire unit can still advance and shoot if it needs to. Generally the best option here. *Rapid Fire: 13 points improves you from S4 AP-1 to S7 AP-4, with an Overcharge option, but you also ''lose Bolter Discipline''. The worst choice you can make, here. *Heavy: 13 points improves you from S4 AP-2 to S8 AP-4. </tab> <tab name="Sample Unit Builds"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Sample Unit Builds:''' As there aren't quite as many potential combinations to work with for these guys as there are for their shorter cousins, here are some example Primaris kill-team loadouts to consider using: <div class="mw-collapsible-content"> *'''5 intercessors plus 5 outriders''': You get a unit of 5 intercessors to hold objectives, which is ok, and also get [[awesome|a monstrous 5 outrider unit that can hold objectives if they wish to]]. It's the biggest outrider unit you can field for now, and with the ability to hold objectives, they can steal lightly defended objectives and keep them for quite a while. *'''5 intercessors plus 5 hellblasters''': The intercessors with heavy bolt rifle can shoot from afar while the hellblasters can bring on the pain. And if you get hit, just prioritize the intercessors to save points. </div> </div> </tab> </tabs> *'''INDOMITOR KILL TEAM:''' The Gravis armored Kill Team. These big boys are your most durable option when it comes to kill teams, having Toughness 5 across the board for extra survivability. In addition, they might have the most shooting attacks per model of the Primaris kill teams, with loads of options to tear through GEQ and MEQ units. Sadly, the one thing that they're let down by is their speed; unless you stick these guys in the Teleportarium, they aren't going anywhere quickly. Still, plop them down on the objective and laugh as your opponent cries salty tears while struggling to shove them off of it. <tabs> <tab name="Heavy Intercessors"> The thickest of the intercessors, these big lads are the core around which you will be building your most durable unit. While expensive in terms of points per model cost, they more than make up for it with their weapons, which are Range +6" S5 versions of the normal bolt rifle variants. Just don't stick them in melee, though, as they have 0 options outside of punching people. Unlike the stock unit, you can mix and match rifles, ''which means you can take a unit of any basic rifle where the 5th dude carries any of the big bad guns''. This lets you field (other options exist, but have no actual purpose) 4 Executor bolt rifles + 1 Hellstorm heavy bolter, meaning the extra heavy guy has given up range for dealing more damage per salvo (8 a*d, rather than 6). Never take Rapid Fire on them, but choose their loadout based on what you're mixing in (not counting Combat Squads). *Because these are so much less efficient than Eradicators, if you're committing to a full 10-man unit to give the Eradicators ablative wounds - i.e. you're ''not'' combat squadding - it's actually more efficient to forego the heavier weapon entirely and just take 5 Executors. </tab> <tab name="Aggressor"> With the loss of their special rules, these guys have lost their coveted top spot on the throne of Primaris units, but they are still some of the best objective holders and assault units available to the Space Marines. Bolt Aggressors are functionally Hellstorm Heavy Intercessors, only with wildly more efficient output in both ranged and melee combat, having sacrificed range to get things done. You can use this team as a way to field ObSec Aggressors, but make sure you have a plan for getting them near the enemy. </tab> <tab name="Inceptor"> Only take these to Combat Squad them out so you can Deep Strike your ObSec guns onto the battlefield. </tab> <tab name="Eradicator"> The only unit in this squad with an actual special rule, and GW says only they can use it! Well, actually this one is kind of understandable. These guys are your means of combating a glaring weakness in the Deathwatch's arsenal: mid-range anti-tank weaponry. Being able to fire at the same unit twice with their Melta Rifles means that whether in line with the Heavy Intercessors or moving forward with the aggressors, these guys can take care of your tank problem.Eradicators are the best reason to field this team. Field them to absolutely ''murder'' your enemies; it's not as good as pure Eradicators are, but it's both ObjSec and ''spammable''. *No, seriously. 4 Eradicators with Heavy Melta Rifles + 1 with a Multimelta using Total Obliteration is ludicrously efficient even with buying 5 Heavy Intercessors as taxes; in fact, it's ''so'' efficient, your taxes should stick to Executor Bolt Rifles and forego the points for their heavier gun, as those points are better spent on more spam of this. </tab> <tab name="Sample Unit Builds"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Sample Unit Builds:''' Given that these thick lads are all T5, any loadout you could take will be a tough nut to crack for your opponent. Here are some example Indomitor Kill Team loadouts: <div class="mw-collapsible-content"> *Heavy Murder: **4 Heavy Intercessors with Executor Bolt Rifles. **1 Heavy Intercessor with a Hellstorm heavy bolter. **2-4 (default 2) Eradicators with Heavy melta rifles. ***You can field two more of these - they're just better than the Heavy Intercessors at getting shit done - if you want more spammable ObjSec melta, but the first two let you take a third with a multi-melta, while the second two do not, so there's less incentive. You can keep them together to make Teleportarium cheaper, but Combat Squading them lets Eradicators choose distinct targets from the Heavy Intercessors. **1 Eradicator with a Multi-melta. </div> </div> </tab> </tabs> *'''SPECTRUS KILL TEAM:''' The Phobos Kill Team, for when you want maximum Sneaky Beaky. Being able to deny deep strikers, ignore all penalties to hit, and/or just flat out ignore cover, these guys are potentially really good, particularly if you give them the upgrade against HQs. Starts off with 4 infiltrators and an infiltrator sergeant. From there, you can add in up to 5 more dudes, of the following: <tabs> <tab name="Infiltrators"> Your basic vanguard marines. Capable of either taking a comms array, which means the squad always counts as being within aura range of your Phobos captains/lieutenants, or a helix gauntlet, which turns the first failed save into 0 damage. Other than that, each also has a Marksman bolt carbine, which is a boltgun that on a 6 to hit auto wounds as well, which is a strike against this team's favor - they have much less use for re-rolling 1s or full re-rolls to wound than other units. </tab> <tab name="Incursors"> Garbage - these are already troops, and they're worse than the other three Phobos units at ''everything''. The ''only'' reason to include one - and ''only'' one - in the unit is so you can also buy a Haywire Mine, but that's not remotely worth the cost of admission. </tab> <tab name="Reivers"> Gives the whole unit a fear aura of -2Ld to enemy units in 3". Also ''does not'' have concealed positions, so if your kill team has one of these scary marines, you have to deploy normally, so you should ''always'' Combat Squad them out if you take them. Reivers aren't good, but if you wanted them anyway, this team will get you ObjSec ones. </tab> <tab name="Eliminators"> Let's face it, this is why you took a Spectrus kill team. ''5'' Eliminators in a unit (normally illegal!), although you can't field a Sergeant with a Carbine. Armed with either the delicious bolt sniper rifle, or the not quite as strong as a lascannon but more reliable Las Fusil. Unlike vanilla marines, you can mix and match as to which eliminators carry what, allowing for way more versatility. Also come equipped with camo cloaks, which is an additional +1 to armour saves if they're in cover, and the eliminator is taking the brunt of the attack; probably not a good idea, as you want these guys alive. If you're taking 5 of these snipers and not Combat Squading them (and you should, they're amazing) ''and'' a Phobos Captain and/or Lieutenant, then take the Comms array on one of your meat-shield infiltrators, so you're always in range of those sweet sweet auras; otherwise, take the gauntlet, so the Infiltrators are good at dying so Eliminators don't have to. This unit is a particularly good choice for the specialism that murders HQs - full re-rolls aren't as good on Infiltrators as on anything else in your Codex, but because Eliminators need 6s to wound in order to deal a mortal, against some highly specific targets - like T4 or less with Sv1+ or better, e.g. a Termi Captain with a Storm Shield - they can use a full re-roll to fish for the 6, deliberately re-rolling successful wounds that don't deal mortals. </tab> <tab name="Sample Unit Builds"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Sample Unit Builds:''' While there aren't quite as many potential combinations to work with for these guys as there are for their shorter cousins, Spectrus Kill Teams have extremely versatile sniping units, able to assassinate characters from long range and just generally make your opponents day worse. Here are some example Spectrus kill-team loadouts to consider using: <div class="mw-collapsible-content"> *Comms Array Build (this one has superior scaling, as 1 set of Phobos HQs will support as many of these units as you like). **Purgatus, so improved re-roll wounds against HQs. If Purgatus is taken, field a Phobos Lieutenant. **5 Infiltrators, 1 with a Comms Array; you should take a Phobos Captain. **5 Eliminators with Sniper Rifles. *Helix Gauntlet Build (this one has inferior scaling - spamming it too much won't work out). **Purgatus, so improved re-roll wounds against HQs. **5 Infiltrators, 1 with a Helix Gauntlet; you should take a Phobos Librarian with Shrouding and Soul Sight, and duct tape him to this unit. **5 Eliminators with Sniper Rifles. </div> </div> </tab> </tabs> =====Elites===== *'''Deathwatch Terminator Squad:''' Sitting at 33 points per model, like Assault terminators; has the same loadout flexibility as a relic squad, but moreso, making the squad very adaptable. Starts at 5 models, but up to three models can take an assault cannon, heavy flamer, [[Deathwing|Plasma Cannon]], or cyclone missile launcher with a storm bolter, so MSU or go home. They can also rock TH&SS, which is something to consider; Vanguard Vets do this better for both kill teams and for dedicated melee murder, but for ''this'' squad, it's your only access to 1+/4++. TH&SS can even be combined with the cyclone missile launcher, if you really want to commit to durability over ranged offense. ** Also note you can tinker around with normal power weapons to save on points or focus on hordes; it can be more effective to tank with this than a TH/SS termi, both because he still has a gun and because he costs you less when he does die. ** Deathwatch Terminators can become one of the most versatile units, even by Deathwatch standards, but you should avoid the temptation to mix and match too much. The best general build is 3 heavy weapons (probably cyclone missile launchers) and power swords on everyone for maximum dakka, and the options to consider from there are upgrading their melee weapons to chainfists (never power fists - the two weapons are the same cost, so chainfists are the more broadly useful choice) for better melee against hard targets (this is more efficient on the sergeant than the others), and whether or not to convert your sergeant and missile launcher dudes to TH/SS (the sergeant is best at melee, while the missile launcher dudes give up relatively less ranged output for the choice and are the ones you most want to keep on the table anyway). The spare fifth dude should generally keep his storm bolter - he's not really good enough at melee to warrant the hammer over the chainfist, and if he stays cheap he can commit himself first to enemy fire, so you risk neither the big guns nor the sergeant's better A and Ld. =====Fast Attack===== *'''Veteran Bike Squad:''' Their twin boltguns have lost access to Special Issue Ammunition and they lost the teleport homer, [[RAGE|because GW's balancing department is run by idiots]]. You also can't give them special weapons, so they're less competent in that area than a normal bike squad. Where they shine, however, is close quarters. Each can take chainswords or power weapons. In an effort to coerce you into fielding these guys, GW has banned you from taking regular or scout bike squads, but they're... ''not great''. **Something worth noting is that they gained an attack bike for their troubles... yeah no, don't take this unless you like theming; these guys are not worth their points to just add a multi-melta or heavy bolter on wheels. =====Flyers===== *'''Corvus Blackstar:''' With a cost reduction and some new rules, the Blackstar is a solid choice for getting your marines around in style. A hover-jet stealth bomber, it's quick with a massive 45" move, has some good weapons, and can carry 12 models of various types, with terminators and jump pack models counting for 2 and bikers 3. Watch as it comes out of fucking nowhere and drops a melee kill team into your opponent's backfield, unleashes a blistering firestorm on another unit, AND bombs some bitches it flew over for good measure. It is armed with Twin Assault Cannons which cause havoc for blobs, while it's 2 Stormstrike missile launchers are a serious threat to vehicles with 72" Heavy 1 S8 AP-3 D3. The cannons can be swapped for Twin Lascannons and the missiles for Blackstar Rocket Launchers. The rockets are decent at taking out flyers, but that's about it. The Blackstar can also take a Hurricane Bolter (a Rapid Fire 6 Boltgun)which is cheap as chips and shits dice, an Auspex Array (which lets you re-roll 1s against non-flyers) and the Infernum Halo-launcher; โIf an enemy unit that can Fly targets a supersonic model with an infernum halo-launcher in the Shooting phase, your opponent must subtract 1 from the subsequent hit rolls.โ The Blackstar also rocks a delightful Blackstar Cluster launcher, which lets you bomb a unit you flew over. For every model in the unit (up to 10), roll a die and, on a 6, that unit takes a mortal wound. It's very useful as a transport and as a support unit to cover your guys on the ground. **Compared to the Storm Raven, the Blackstar does have its drawbacks as, unlike the Storm Raven, as the Blackstar cannot transport Dreadnoughts. **Make note that this model '''cannot''' transport '''PRIMARIS''' models. [[fail|Because bikers and terminators fit but]] [[GW| the new marines don't]] ====Tactics==== </div></div>
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