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==Stratagems== ===Codex Space Marines Copypastes=== *'''Armour of Contempt (1 CP):''' Gives a {{W40kKeyword|vehicle}} a 5+ save against Mortal Wounds for a phase, used right before a vehicle would take a Mortal Wound. ''Doesn't work on regular wounds''. *'''Auspex Scan (2 CP):''' When a enemy unit comes from reserves within 12″ of one of your {{W40kKeyword|Infantry}} units, your unit can shoot at it but with a -1BS penalty. Basically, the return of the Interceptor rule. ''Useful against smaller units, although even with special ammo it's a bit on the expensive side for the damage it'll cause. Better used by nearby Hellblasters and the like''. *'''Empyric Channeling (1 CP):''' Used at the start of the psychic phase if a Deathwatch Psyker is within 6″ of at least 2 other Deathwatch Psykers. The Psyker can immediately attempt to manifest one additional power and when he does so, adds +2 to the test. *'''Flakk Missile (1 CP):''' Used when a Deathwatch {{W40kKeyword|Infantry}} model with a Missile Launcher fires at an enemy unit with the {{W40kKeyword|Fly}} keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the normal damage. *'''Hellfire Shells (1 CP):''' Used when firing an {{W40kKeyword|Infantry}} model's Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target. Use this to get past tough units like {{W40kKeyword|Monsters}}, damaged {{W40kKeyword|vehicles}}, and units with a good Invuln save. *'''Only In Death Does Duty End (2 CP):''' Use it when Deathwatch {{W40kKeyword|Character}} is slain. Before removing it from play, it can fight as if it were your Fight phase or shoot as if it were your Shooting phase. A general way to say a last "Fuck you, xenos!" from any of your Characters, which could be a very painful one for the receiving end. *'''Orbital Bombardment (3 CP):''' This stratagem is used once per battle, if your Warlord doesn’t move or fire their weapon normally, he may select a point on the battlefield visible to him. Every enemy units within D6″ of that points takes D3 Mortal Wounds on the roll of a 4+. Characters are hit on a 5+. *'''Tactical Flexibility (1 CP):''' Allows you to Combat Squad a unit of 10 Deathwatch that have the rule, splitting them up in to two 5 man units. Can also be used to split squads of Agressors, Inceptors or Bikers from 1 unit of 6 models into 2 units of 3 each. ''Situational, but you do have access to teleport units and mixed Troop squads, which can benefit''. *'''Wisdom of the Ancients (1 CP):''' Allows you to reroll results of 1 to hit for all Deathwatch units within 6" of Deathwatch Dreadnought for a phase. *'''Duty Eternal (1 CP):''' When a {{W40Kkeyword|Dreadnought}} is chosen as the target for an attack, until the end of the phase decrease the damage of attacks by 1 to a minimum of 1. Will help keep your Dreads alive in a tight pinch, but it won't save them from massed Las-cannon fire. *'''[[Lugft Huron|Big Guns Never Tire (1 CP):]]''' Select a {{W40Kkeyword|Vehicle}}; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons. *'''Bolt Storm (2 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's Auto bolt rifles automatically hit if they target an enemy within half range. *'''Rapid Fire (2 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's Bolt rifles become Rapid Fire 2. **Better 2x multiplier than the Auto Bolt Rifle's Bolt Storm's 1.5x from further away and with better AP. If you run a squad of 10, you are looking at 40 S4 AP-1 shots at 15", or AP-2 at 30" with Bolter Discipline and Tactical Doctrine, as the codex demands. That is some good dakka. *'''Target Sighted (3 CP):''' At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad's stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+. Costs 2 more than the Specialist Detachment version of the same name, however no longer requires the veteran upgrade meaning you don't need to lock in 1 CP before the battle. *'''Vengeance of the Machine Spirit (2 CP):''' If a {{W40Kkeyword|Land Raider}}, Stormraven, or {{W40Kkeyword|Repulsor}} is destroyed, it can either auto-explode, shoot one last time, or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart. *'''Steady Advance (1 CP):''' Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary. *'''Gene Wrought Might (1 CP):''' When a {{W40Kkeyword|Primaris Infantry}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds. *'''Hero of the Chapter (1 CP):''' One use only. Select a {{W40Kkeyword|Character}} from your army that's not your warlord and determine a warlord trait for it. *'''Transhuman Physiology (2 CP):''' Select something with the {{W40Kkeyword|Adeptus Astartes}} keyword that is not a {{W40Kkeyword|Vehicle}} or Servitor, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. ''S10 attack? Effective T10 marines aw yee''. *'''Hunter-slayer Missile (1 CP):''' A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48" of a {{W40kKeyword|Repulsor}} and not within 1" of an ally. Roll a dice. If it is equal to or greater than the Repulsor's Ballistic Skill (meaning it ignores [[Eldar|modifiers to hit]]), the enemy unit takes d3 mortal wounds. One use per Repulsor. *'''Veteran Fury (1 CP):''' A {{W40Kkeyword|Terminator}} unit gains +1 to hit until the end of that phase. Now TH/SS doesn't NEED to be babysat by a Chaplain, and Tactical termies can use it in their shooting phase as well. *'''Hammer of Wrath (1CP):''' {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1" of an enemy unit cause mortal wounds on a 5+. Makes your big units of assault marines/VV punch much harder. ===Deathwatch Specific=== *'''Adaptive Tactics (2 CP/1 CP)''': At the start of the turn, change the current Mission Tactics. If the Warlord is a Watch Master, this Stratagem costs 1 CP; otherwise, it costs 2 CP. *'''Armoury of the Watch Fortresses (1-3 CP):''' ''One use only''. Your general more relics stratagem. *'''Clavis (1 CP):''' Select a vehicle within 1" of a Watch Master in your army. Roll a d6 and on a 2+ the Vehicle suffers D3 mortal wounds. Good for dealing that last bit of damage to destroy it or bring it down a wound bracket. *'''Death to the Alien! (1 CP):''' Used when a unit is selected to fight. That unit gains exploding attacks on 6+ (that do not generate additional attacks) against units without the {{W40kKeyword|Chaos}}, {{W40kKeyword|Imperium}}, or {{W40kKeyword|Unaligned}} factions. So, Tyranids, Necrons, Orks, Tau and Eldar of all kinds. Because that's what {{W40kKeyword|Deathwatch}} does! ''Useful on big units with high number of attacks, like lightning claw Vanguard Vets. Othewise you're spending a CP to gain like 2 attacks, which isn't cost effective''. *'''Doctrines (2 CP)''': A set of 7 Stratagems that allow a Deathwatch unit to add +1 to its To Wound rolls against units with a designated battlefield role in either the shooting or fight phases. As they are all separate Stratagems, more than one Doctrine can be triggered in a single turn. In addition, they can be used on a unit that does not have the Mission Tactics special rule, such as a Land Raider. ''Combine them with Mission Tactics to do thing like wounding on a rerollable 2+. Operational Operators!'' **'''Decapitation''': Reroll all failed to wound rolls against enemy Warlord **'''Furor''': +1 to wound against {{W40kKeyword|Troops}} **'''Venator''': +1 to wound against {{W40kKeyword|Fast Attack}} **'''Dominatus''': +1 to wound against {{W40kKeyword|Elites}} **'''Malleus ''': +1 to wound against {{W40kKeyword|Heavy Support}} and {{W40kKeyword|Lords of War}} **'''Purgatus ''': +1 to wound against {{W40kKeyword|HQ}} **'''Raptoris ''': +1 to wound against {{W40kKeyword|Flyers}} ***The doctrines help compensate for the overall low strength of Bolters. Overlaps a bit with Hellfire ammo, so use Kraken/Vengeance instead. Even with this, shooting a vehicle isn't a good idea, use Tempest Shells for that. *'''Tempest Shells (1 CP)''': Any one {{W40kKeyword|Deathwatch infantry}} model with access to Special Issue Ammunition may target an enemy {{W40kKeyword|vehicle}} and make only one hit roll; if it hits, the attack deals d3 mortal wounds. Like the Hellfire Shells stratagem, but for small arms against vehicles. ''You could string those two together to put a dent on a tank. Which you might need to do, since you lack diverse antitank options.'' **Don't forget that Captains have a bolt pistol. During the shooting phase, he can take a quick break from smashing things to put some mortal wounds on a nearby vehicle with very little chance of missing. *'''Honour Your Brothers (3 CP)''': At the end of the Fight phase select a {{W40kKeyword|Deathwatch Infantry}} or {{W40kKeyword|Deathwatch Biker}} unit. It can immediately fight for a second time. *'''Optimized Salvo (1 CP)''': Use before a unit shoots. Instead of all models in that unit using the same special issue ammunition, you can select the result on a per model basis. ''Usefull if you are split firing a unit into two enemy squads, but it's not like bolters are known for overkill''. *'''Teleportarium (1-3 CP)''': You can set a {{W40kKeyword|DEATHWATCH INFANTRY}} unit or {{W40kKeyword|DEATHWATCH DREADNOUGHT}} in a Teleportarium chamber instead of placing it on the battlefield. 1 CP per unit, up to three. ''Combine it with a Jump Pack/Terminator Watch-Captain to have a FULL TELEPORTING SPACE MARINE <sub>allied</sub> BATTALION''. *'''Overkill (1 CP)''': ''Anti-{{W40kKeyword|Necron}}''. Use at the start of the enemy turn before a {{W40kKeyword|Necron}} player rolls their reanimation protocols. Pick a necron unit with 12" of a {{W40kKeyword|Deathwatch}} unit. They subtract one from their reanimation rolls. *'''Stem the Green Tide (2 CP)''': ''Anti-{{W40kKeyword|Ork}}''. Use when a {{W40kKeyword|Deathwatch}} unit shoots overwatch at a charging {{W40kKeyword|Ork}} unit. For every casualty you cause, the orks subtract 1" from their charge distance. 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 stil 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. <u>Only 4 kills needed to completely deny a 9" deepstrike charge</u>, and even a single casualty debuffs the Here We Go chance from roughly 1/2 to 1/3. *'''Synaptic Severance (2 CP)''': ''Anti-{{W40kKeyword|Tyranid}}''. Lets a unit snipe {{W40kKeyword|Synapse characters}}. Sniping things with heavy weapons is always nice, not to mention the added benefit of removing a synaptic creature that thought itself safe behind a blob. It also patches your lack of actual Snipers, but only against Tyranids **Doesn't do shit against GSC do to the lack of the proper keyword. This means that the motherfucking DEATHWATCH, xeno experts of the galaxy have no counter specific to the Genestealers in terms of stratagems. What the actual FUCK? **Note that the only bugs you should be using this on are: tyranid primes, broodlords, neurothropes and malanthropes. Every other character either doesn't have the synapse keyword or has more the 9 wounds. *'''Intercepting Volley (2 CP)''': ''Anti-{{W40kKeyword|Eldar}}''. Use AFTER an {{W40kKeyword|Aeldari}} unit that can {{W40kKeyword|fly}} moves. Pick a {{W40kKeyword|Deathwatch}} unit within 12" of the model (so after it has moved). They can shoot at the moved unit, but with a -1BS penalty. ''Like the Auspex stratagem, only not restricted to infantry, vs flying Eldar.'' **'''HOWEVER, IT IS A WASTE TO USE IT!''' Most Deathwatch units have a 3+ BS, which then goes -1 for the Strat, -1 as nearly all {{W40kKeyword|Eldar}} that can {{W40kKeyword|fly}} have a hard-to-hit rule, and if YOU think spending 2CP is worth killing that unit, THEY are going to spend 2CP to activate Lightning Fast Reflexes, which was FAQ'd to work outside the Shooting phase. So you're spending 2CP to be shooting with a -3 penalty. 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 and frag cannons that will put Eldar jetbikes in a world of hurt no matter how many debuffs to hit those pointy eared cowards hide behind. *'''Targeting Scramblers (1 CP)''': ''Anti-{{W40kKeyword|Tau}}''. Use after an enemy {{W40kKeyword|T'au}} unit equipped with at least one markerlight has resolved all attacks in the shooting phase. Select a Deathwatch unit from your army and remove all markerlight tokens from it. ''Note that the Tau unit doesn't need to shoot with the markerlight, only be equipped with it''
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