Deathwatch 500pts HTML
Deathwatch 500pts HTML
Deathwatch 500pts HTML
Patrol Detachment 0CP (Imperium - Adeptus Astartes - Deathwatch) [28 PL, 1CP, 500pts]
Rules: And They Shall Know No Fear, Angels of Death, Bolter Discipline, Chapter Tactics, Combat Doctrines, Mission Tactics, Shock Assault
Configuration [3CP]
Game Type
Selections: Open
Categories: Configuration
Select one Warlord Trait from the Chapter Warlord Traits (see Codex: Space Marines) for
this WARLORD. Replace all instances of that Chapter's keyword on that Warlord Trait with
Codex
2. Paragon of DEATHWATCH. If this WARLORD has the heraldry of one of those Chapters (or, other than
Supplement:
their Chapter Crimson Fists, Black Templars and Flesh Tearers, one of their successor Chapters), you
Deathwatch p37
must select that Chapter's Warlord Trait. Note that this cannot be a Chapter Warlord Trait
found in a Codex supplement.
Anvil of
Add 2 to the Strength characteristic of this warlord.
Strength
While a friendly <CHAPTER> CORE unit is within 6" of this model, each time a model in that
Rites of Battle
unit makes an attack, re-roll a hit roll of 1
The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for
Storm shield
the bearer.
Use this Stratagem after nominating a DEATHWATCH CHARACTER model that is not a
Stratagem: A named character to be your WARLORD. You can generate one additional Warlord Trait for
Vigil them from the Deathwatch Warlord Traits table. Each Warlord Trait in your army must be
Unmatched unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem
once.
Model with a power sword, master-crafted power sword or xenophase blade only. This Relic Codex
The Thief of
replaces a power sword, master-crafted power sword or xenophase blade with The Thief of Supplement:
Secrets
Secrets weapon. Deathwatch p38
Captain 6" 2+ 2+ 4 4 5 4 9 3+
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Krak Grenade
6" 6 -1 D3 -
grenades 1
Storm shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Each time an attack made with this weapon targets a unit Index:
Inferno pistol 6" Pistol 1 8 -4 D6 within half range, that attack has a Damage characteristic Imperium 2
of D6+2. p157
Krak Grenade
6" 6 -1 D3 -
grenades 1
Storm shield The bearer has a 4+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Frag Grenade
6" 3 0 1 Blast.
grenades D6
Each time an attack made with this weapon targets a unit Index:
Inferno pistol 6" Pistol 1 8 -4 D6 within half range, that attack has a Damage characteristic Imperium 2
of D6+2. p157
Krak Grenade
6" 6 -1 D3 -
grenades 1
Chief At the end of your Movement phase this model can use its Combat Restoratives ability twice instead of
Apothecary once.
At the end of your Movement phase, this model can heal one friendly <CHAPTER> INFANTRY or
Combat
<CHAPTER> BIKER model whose unit is within 3" of it. That model regains up to D3 lost wounds. Each
Restoratives
model can only be healed once per turn.
For each <CHAPTER> COMPANY VETERANS units included in a Detachment, one <CHAPTER>
Command
COMMAND SQUAD APOTHECARY unit can be included in that detachment without taking up a
Squad
Battlefield Role slot.
Narthecium While a friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit is within 3" of this model, each time a
[Aura] model in that unit would lose a wound, roll one D6; on a 6, that wound is not lost.
Each time this WARLORD uses its Combat Restoratives ability, the model being healed regains up to 3
lost wounds instead of D3
Selfless Healer
Each time this WARLORD is selected to return a destroyed model to a unit by using the Combat Revival
Stratagem, that Stratagem costs 0 command points
Apothecary 6" 3+ 3+ 4 4 4 3 8 3+
Astartes When the bearer fights, it makes 1 additional attack with this
Melee Melee User -1 1
Chainsword weapon.
Grenade
Frag grenades 6" 3 0 1 Blast.
D6
Each time a model in this unit shoots, when selecting targets for that model’s attacks, you must select
Automated the closest eligible enemy unit that can FLY. If there are no eligible units that can FLY, that model must
Emplacement target the closest eligible unit instead. This unit is never eligible to charge or Heroically Intervene, and
cannot make pile-in or consolidation moves.
Tarantula air Heavy Blast. Each time an attack is made with this weapon against an
48" 7 -2 1
defence missiles D6 AIRCRAFT unit, that attack has a Damage characteristic of 2.
Force Rules
And They Shall Know No Fear: Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers ()
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the
number of attacks if any of the following apply
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. ()
Chapter Tactics: Deathwatch: Xenos Hunters
- Each time a model with this tactic makes a melee attack against a TYRANIDS, AELDARI, ORK, NECRONS or T'AU EMPIRE unit, re-roll a hit roll of 1.
- After both sides have finished deploying their armies, select one Battlefield Role. Until the end of the battle, each time a model with this tactical
makes an attack against an enemy unit with that Battlefield Role, re-roll a wound roll of 1. ()
Combat Doctrines: (See page 125 of Codex Space Marines) ()
Mission Tactics: If every unit from your army (excluding UNALIGNED units) has the DEATHWATCH keyword, then every unit that has the Combat
Doctrines ability and is in a DEATHWATCH Detachment gains the Mission Tactics ability below:
Do not use the rules in Codex: Space Marines to determine which combat doctrine is active for your army during each battle round. Instead, at the
start of each battle round, select the Devastator Doctrine, Tactical Doctrine or Assault Doctrine. The combat doctrine you select is active for your
army until the end of that battle round. Note, however, that when selecting a combat doctrine at the start of the battle round.
- You cannot select the Devastator Doctrine to be active for your army more than once during the battle.
- You cannot select the Tactical Doctrine to be active for your army more than twice during the battle.
- You cannot select the Assault Doctrine to be active for your army more than three times during the battle. (Codex Supplement: Deathwatch p33)
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is
resolved, add 1 to the Attacks characteristic of models in this unit. ()
Selection Rules
Angels of Death: This unit has the following abilities: And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines. ()
Bolter Discipline: Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting Rapid Fire bolt weapons make double the
number of attacks if any of the following apply
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (see page 195) with the Rapid Fire type. ()
Combat Squads: Before any models are deployed at the start of the game, this unit when containing its maximum number of models, may be split
into two units each containing an equal number of models. ()
Shock Assault: Each time this unit fights if it made a charge move, was charged or performed a Heroic Intervention this turn, then until that fight is
resolved, add 1 to the Attacks characteristic of models in this unit. ()