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==Special Rules== *'''Xenos Hunters (Chapter Tactic):''' Everything in the Deathwatch Detachments has this. Re-roll melee hit rolls of 1 against {{W40kKeyword|Tyranids}}, {{W40kKeyword|Aeldari}}, {{W40kKeyword|Ork}}, {{W40kKeyword|Necrons}} or {{W40kKeyword|T'au Empire}} units. After deployment, pick a battlefield role (Troops, Fast Attack, Elites, Heavy Support, HQ, Flyers, Dedicated Transports, Fortifications, or Lords of War), all units re-roll 1s to wound against anything belonging to one chosen battlefield role. *'''Kill-Team Specialisms:''' Interacts with Chapter Tactic above. This lets you re-roll wound rolls against specific battlefield slots. Upgrades Kill Team units (increases power level and points cost), but each upgrade once per army. Each Kill Team can be upgraded once with one of the following: **'''Aquila:''' After picking a Battlefield Role for your Chapter Tactic, this unit can pick another role to re-roll wounds against. **'''Venator:''' Re-roll wound rolls of 1 (or all wound rolls if you picked this role for your Chapter Tactics) against Fast Attack and Flyers. **'''Malleus:''' Re-roll wound rolls of 1 (or all wound rolls if you picked this role for your Chapter Tactics) against Heavy Support, Lord of War, Dedicated transports. **'''Dominus:''' Re-roll wound rolls of 1 (or all wound rolls if you picked this role for your Chapter Tactics) against Elites. **'''Furor:''' Re-roll wound rolls of 1 (or all wound rolls if you picked this role for your Chapter Tactics) against Troops. **'''Purgatus:''' Re-roll wound rolls of 1 (or all wound rolls if you picked this role for your Chapter Tactics) against HQ. *'''Special Issue Ammunition:''' Weapons with this rule can pick between "ammo types" right before they shoot, to modify their shooting. **'''Dragonfire Bolts:''' Ignores the "benefits of cover" for this attack. Note that if the target has an improved bonus for cover, this ignores that too, as it's still a benefit of cover. **'''Hellfire Rounds:''' Attacks with this ammo gain +1 to the wound roll against non-Vehicle and non-Titanic targets. **'''Kraken Bolts:''' This ammo grants +6" range and improves the AP by -1. This is one of the few rules that is explicitly cumulative with Combat Doctrines. **'''Vengeance Round:''' Add 1 damage to the attack. * Troops gain '''Objective Secured'''. * '''Company Command:''' Can only have one {{W40kKeyword|Captain}} and two {{W40kKeyword|Lieutenant}} per Detachment. There's no chapter variants for Deathwatch so other aspects of this C:SM rule don't apply. *'''Chapter Command:''' Explains how some characters can be upgraded to improved versions of themselves. Librarian becomes Chief Librarian sort of thing. It is noteworthy that Deathwatch cannot upgrade a Captain to a Chapter Master - the Watch Master (C:DW) is the Chapter Master equivalent for Deathwatch. * '''Combat Squads:''' If a squad is at max size and has this rule, then, during deployment, you can split them into two half-size units that operate for the entire game as if they were separate units. For Deathwatch Kill Teams, this is big thing because Deathwatch can take mixed units, so we can create combinations of these half-size units that are not normally allowed in Space Marine Armies. **Regarding the trade-off, with two half-size units you'd normally have two sergeants which have the better leadership and attacks. So you just get the one sergeant, but you have a Max squad that can also be 2x half squads AFTER knowing what the opponent has. Sometimes you want the bigger unit, sometimes you want more targets for the opponent to have to choose between. **You can also use this to effectively exceed unit entry maximums. Like if you want to spam Devastator Centurions, for example, but the 40k format you are playing says no more than 3x duplicate unit entries. So you can field 3x max units of Devastator Centurions, and then split them into 6x half-size squads, effectively giving you what would normally require 6x duplicate unit entires. **In Crusade, a unit is not considered destroyed unless BOTH halves of the unit are deceased, at least with regards to the roll to see if the unit earns battle scars. So if half dies horribly and the other half stays out of danger, then the whole unit survives (somehow) without any roll to earn battle scars. *'''Mixed Units:''' Explains how to handle the weird situations that occur with mixed units made via Kill Teams having so many options. **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 to only have the Infantry keyword for the sake of simplifying terrain interaction. Terminators, Bikers, and Jump Pack models retain their keywords only for the purpose of Bolter Discipline, Transports, or they make a unit of only them. *'''Angels of Death:''' A rule owned by all Space Marine whatever its colour, subdivided into four. Because GW likes to [[Derp|keep it simple]]. **'''And They Shall Know No Fear:''' When taking Combat Attrition Tests, ignore all modifiers. **'''Bolter Discipline:''' In addition to normal rapid fire rules, this rule tweaks rapid fire bolt weapons wielded by SM to also grant the rapid fire double shots for {{WH40Kkeyword|Terminator}}s AND {{WH40Kkeyword|Biker}}s. And for Movement Phase Stationary {{W40kKeyword|Infantry}} (excluding {{WH40Kkeyword|Centurion}}s) units (whole unit). **'''Shock Assault:''' If a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit gain +1A until the end of the turn. This is every model with this rule, even ones with cruddy melee stats, such as a Rhino. **'''Combat Doctrine:''' (Armies entirely SM get this one, so if you take non-SM allies, ignore this one). Anyway, this rule is handled in weapon groups, called doctrines. Devastator Doctrine covers Heavy Weapons and Grenades, Tactical Doctrine is Rapid Fire and Assault weapons, and Assault Doctrine is Melee weapons and Pistols. When activated, the doctrine will apply a -1 AP modifier to those weapons from your army. So like when Assault Doctrine is active, every pistol in the army has an extra -1 AP. This lasts for an entire battle round. If the Army is entirely [[Deathwatch]], you can just pick, in the command phase, which doctrine to use. Devastator Doctrine can be picked once, Tactical Doctrine twice, and Assault Doctrine up to three times. If the Army is entirely SM, but not entirely Deathwatch, you don't pick the order. Instead, Devastator Doctrine is always round 1. Tactical Doctrine is always round 2. On round 3, you can pick between either Tactical or Assault Doctrines. And on round 4+ it's always Assault Doctrine. *'''Armour of Contempt:''' The Balance Dataslate added this rule (which is not to be confused with the stratagem of the same name). Any ranged attacks against your SM reduce their AP by 1. The only time this doesn't apply is if you already have a Storm Shield/Relic Shield, or if you have any other AP reduction power (like if you reduced the AP of incoming attacks). *'''Death From Above/Teleport Strike:''' Deep Strike rule. Set them to side during deployment and set them up 9" from enemy models during the Reinforcement Step. *'''Concealed Positions:''' Infiltrate. Set them up anywhere on field 9" from enemy deployment zone or models during deployment. *'''Outflank:''' Like Deep Strike, but must be wholly within 6" of a board edge and 9" from enemy models during the Reinforcement Step. *'''Martial Legacy (FW):''' Relic unit rules for certain Forge World models. If your army is battle-forged, each unit with this rule increases the cost of a detachment that includes it by 1CP. Essentially you pay 1CP per Martial Legacy unit in your army.
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