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Warhammer 40,000/9th Edition Tactics/Deathwatch
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==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}} unit. *'''Prognostication Volley (1 CP)''': ''Anti-{{W40kKeyword|Eldar}}''. When a {{W40kKeyword|Deathwatch}} unit shoots at a {{W40kKeyword|Aeldari}} unit, ignore any hit and ballistic skill modifiers. **Since you can only take a final max of -/+ 1 for hit rolls this is especially useful for shooting flyers, as it is effectively a normal round of shooting against something with the "hard to hit" rule. Alternate take... However you can still shoot bikes, HQ's and all of the other non-aircraft units that have flying, not to mention this also works against Drukhari as they also have the correct keyword. Of course, don't forget that you do have access to auto hitting weapons like heavy flamers that will put Eldar jetbikes in a world of hurt no matter how many debuffs to hit those pointy-eared cowards hide behind. *'''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. </tab> <tab name="Epic Deed"> *'''Adaptive Tactics (2 CP)''': In the command phase, if you have a {{W40kKeyword|Watch Master}} on the battlefield, you can change the battlefield role you selected for Xenos Hunters. *'''Atonement through Honour (1 CP)''': During opponent's charge phase, a {{W40kKeyword|Deathwatch}} unit with a black shield can heroically intervene. </tab> <tab name="Requisition"> *'''Sanction of the Black Vault (1 CP)''': One use. A sergeant can take Artificer armour, Master-crafted weapon, Digital weapon, Banebolts, or Artificer bolt cache. The best uses here are either <strike>storm bolters</strike> a bolters-only Centurion SERGEANT with an Artificer bolt cache (this is the only way to put special-issue ammunition on heavy bolters or hurricane bolters, and you can do both on one model), or a master-crafted thunder hammer. Hell, double down and mastercraft a heavy thunder hammer for a whopping D5 beat-stick hidden away in your vet squad. Overkill? Maybe, but hilarious nonetheless! *'''A Vigil Unmatched (1 CP)''': One use. Give an additional {{W40kKeyword|DEATHWATCH warlord trait}} to your {{W40kKeyword|DEATHWATCH character}} '''Warlord'''. Absolute bargain, the potential combos are mouthwatering. </tab> <tab name="Strategic Ploy"> *'''Priority Doctrine Adoption (1 CP)''': Usable only if running a pure {{W40kKeyword|DEATHWATCH}} army. A {{W40kKeyword|DEATHWATCH}} unit can benefit from a different combat doctrine. *'''Brotherhood of Veterans (2 CP)''': For the turn, a {{W40kKeyword|DEATHWATCH}} unit can replace Xenos Hunters with another Chapter or successor tactic. **This is actually so incredible, and so versatile. Got a backfield unit with lots of heavy weapons, whack the Dangles tactic so they're hitting on a 2+. Got a melee unit about to charge in, stick the Flesh Tearers' tactic to get your rip and tear on. With all the different chapter tactics available its less of a "should I use this?" and more of a "who do I use this on?" Not to mention super fluffy. **Warded Successor trait allows a 5+ ignoring of mortal wounds. *'''Disruptive Launch (1 CP)''': A DEATHWATCH unit with a Jump Pack model can shoot when they fallback. *'''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. One use only for small-sized games, two uses in '''Strike Force''' games, and three uses for '''Onslaught''' sized games. **Allows units like {{W40kKeyword|DEATHWATCH CENTURION ASSAULT SQUAD}} to deepstrike with meltas and hurricane bolters 9-11" from of the enemy, which really, rather dramatically improves the viability of that unit. *'''Relentless Assault (1 CP)''': A DEATHWATCH unit with a biker model can fall back and charge. **note that this applies to *'''Overkill (1 CP)''': ''Anti-{{W40kKeyword|Necron}}''. After fighting or shooting a {{W40kKeyword|Necron}} unit, -1 to its reanimation protocols from that attack. *'''Stem the Green Tide (2 CP)''': ''Anti-{{W40kKeyword|Ork}}''. Use when a {{W40kKeyword|Ork}} unit charges a {{W40kKeyword|Deathwatch}} unit, they can fire Overwatch and grant the charging unit -2" to their charge roll if you kill a model. High risk high reward: reducing enemy charge ranges is always useful, ''but you have to hit the orks in overwatch first'', let alone kill them. Useful if you have a Captain nearby, but still a gambit against armoured things like Mega-armoured Nobz. Useless if the ork charges with the transport first. **Auto-hit weapons (Frag Cannons, Combi-Flamers, Flamestorm Gauntlets) benefit the most; they'll need to be in the 8" range, but even such a close-range charge will automatically fail if you kill 5 orks. <s>Only 4 kills needed to completely deny a 9" deepstrike charge</s>, and even a single casualty debuffs the Here We Go chance from roughly 1/2 to 1/3. **Now it only subtracts 2" if you kill any models, so arguably lost a lot of its function. **Doesn't require you to use the Overwatch stratagem, so you can use this to Overwatch twice *'''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. </tab> <tab name="Wargear"> *'''Shroud Field (2 CP):''' During the first battle round, {{W40kKeyword|Corvis Blackstar}}s can't be targeted with shooting unless they're the closest target. *'''Clavis (1 CP):''' During 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 then letting the guys beat it up more in case it's a Dreadnought or {{W40kKeyword|titanic}}. *'''Special Issue Loadout (2 CP):''' Can give one {{W40kKeyword|Deathwatch infantry}}'s bolt weapons Special issue ammunition but their type is changed to Heavy 1. For obvious reasons this works well with bolt weapons that are already Heavy 1 (e.g. stalker bolt rifles, executor bolt rifles). Can't be used with the bolt sniper rifles the Eliminators use since they already have their own specialist ammunition. **Since it changes the type to Heavy, that does mean that the current doctrine will apply as if the weapon is heavy, which is something to consider when using. Also means potential penalties for moving and shooting as infantry or for shooting from melee as a vehicle, and will make Pistols on non-vehicles unable to fire in melee. </tab> </tabs>
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