Codex Deathwatch 2.0 (6th Edition)

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CODEX ODEX ODEX ODEX: DEATHWATCH EATHWATCH EATHWATCH EATHWATCH

Transcript of Codex Deathwatch 2.0 (6th Edition)

Page 1: Codex Deathwatch 2.0 (6th Edition)

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DDDDEATHWATCHEATHWATCHEATHWATCHEATHWATCH

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Codex: Deathwatch

An Unofficial Supplemental Codex

for Warhammer 40,000

By Azathoth DCLXVI

This game supplement is completely unofficial and in no way endorsed by Games Workshop Limited.

Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood

Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the

Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark

Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol

devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games

Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of

Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies,

Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo,

Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of

Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space

Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet

Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online,

Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all

associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood

Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM

and/or © Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the

world. All Rights Reserved

Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

All art, illustrations and concepts used without permission.

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-Deathwatch Kill-team-______________________________________________ You may include a single Deathwatch Kill-team in any non-inquisitorial Imperial army as an HQ choice. It cannot

be selected as your compulsory HQ choice and cannot be selected as your army’s Warlord. The kill-team consists of

1 Deathwatch Veterans squad and a 0-1 choice of either a Deathwatch Captain or a Deathwatch Codicier.

Deathwatch Kill Team Special Rules:

Combat Squad:

A kill team consisting of six or more models may be split into two combat squads. If this is done, the kill team is

split into two units of three models each. If the squad is accompanied by a captain or a codicier, that model must be

attached to one of these two squads.

The decision to split the unit into combat squads, as well as which models go into each combat squad, must be made

when the unit is deployed. Both combat squads may be deployed in separate locations. The one exception to this is a

unit that arrives by drop pod. The player can choose to split such a unit into combat squads when it disembarks from

the drop pod if they are not separated into combat squads before this.

If you decide to split a unit into combat squads, then each combat squad is treated as a separate unit for all game

purposes from that point.

Follow My Lead:

At the beginning of the controlling player’s turn, a deathwatch kill team must choose a Chapter Skill for their entire

unit to benefit from. The skill selected must be a chapter skill available to one of the squad member’s home chapters

(see page 3.)

The benefits of this skill last until the end of the following player turn and a new skill is selected at the beginning of

the next controlling player’s turn. The same skill may be selected repeatedly over multiple turns if the player so

chooses.

If a kill team has been split into combat squads, then each squad must select their own skills. The skills each combat

team selects must be available to one of the models in that half of the combat squad.

All was lost. The Xenos scum, who smashed us for two days straight, were hurtling towards us again. We

readied ourselves for death. And then Death came. Ten Space Marines appeared in the midst of the

alien swarm. They were all in black and they set about the foe with the very fury of the Emperor himself!

They saved us, and the whole damned Imperial line.

-Guardsman Kyod, after the recapturing of Heliad VII.

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Home Chapter:

Each deathwatch member has been tithed from one of the many different space marine chapters from across the

imperium. Each model in the kill team must select a different home chapter from the following list:

Home Chapter Chapter Skill Chapter Psychic Power

Black Templar Fleet N/A

Blood Angels Furious Charge Blood Boil

Blood Ravens Infiltrate, Scout Veil of Time

Dark Angels Fearless Force Barrier

Imperial Fists Stubborn Force Dome

Iron Hands Tank Hunters Machine Curse

Raven Guard Stealth Fear of the Darkness

Space Wolves Counter-attack Murderous Hurricane

Ultramarines Chapter Tactics Might of the Ancients

White Scars Move Through Cover The Gate of Infinity

Preferred Enemy:

A deathwatch kill team has the Preferred Enemy special rule, selecting one entry from the list below as their target

of choice.

• Dark Eldar

• Eldar

• Necrons

• Orks

• Tau

• Tyranids

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-Deathwatch Psychic Powers-_________________________________________ Deathwatch Lexicanum and Codiciers must choose their powers from the list below and may not select powers from

the disciplines in the Warhammer 40,000 rulebook.

Basic Powers:

The Avenger – Warp Charge 1

This is a witchfire power with the following profile:

Range Strength AP Type

Template 5 3 Assault 1

Fury of the Ancients – Warp Charge 1

This is a beam power that is drawn from the librarian’s base to any one point on any table edge. Every unit in its

path suffers D3 Strength 5, AP – hits and must take a Pinning test. If the attack would hit a friendly unit or a unit

locked in close combat, it will stop before it hits them and the attack will have no further effect along its course.

Might of Heroes – Warp Charge 1

This is a blessing and is used at the start of either player’s Assault phase. If successful, the Librarian (or any one

other model in the same unit as the Librarian) gains +D3 attacks in that Assault phase.

Smite – Warp Charge 1

This is a witchfire power and has the following profile:

Range Strength AP Type

12” 4 2 Assault 4

Quickening – Warp Charge 1

This is a blessing and is used at the start of the Librarian’s Assault phase. If successful, the Librarian has the fleet

special rule and Initiative 10 for the duration of the assault phase.

Vortex of Doom – Warp Charge 1

This is a witchfire power with the following profile:

Range Strength AP Type

12” 10 1 Heavy 1, Blast

If when using this power the Librarian fails his Psychic test, place the Vortex of Doom blast marker on the Librarian

– in this case the template will not scatter.

Chapter Specific Powers:

Blood Boil – Warp Charge 1 – Blood Angels only

This is a focused witchfire power that automatically hits an enemy unit within 12”. One selected model in that unit

suffers a wound with no armor saves allowed.

Fear of the Darkness – Warp Charge 1 – Raven Guard only

This is a witchfire power that hits automatically an enemy unit within 24”. That unit must immediately take a

Morale test with a -2 penalty to their Leadership. All normal modifiers and/or exceptions apply (e.g. units that never

fall back are immune to this power).

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Force Barrier – Warp Charge 1 – Dark Angels only

This power gives the Librarian a special form of Invulnerable save that is taken by passing a psychic test rather than

making a normal Invulnerable save roll. Whenever the Libararian suffers a wound, he may either take a save as

normal, or he may use the force barrier power instead (once per turn of course). If the Librarian chooses to use the

power, takes a psychic test and passes it, then the wound is saved (just as if he had made an Invulnerable save.) If

the test is failed then the Librarian is wounded as if he had failed an Invulnerable save. Attacks that ignore

Invulnerable saves cannot be stopped by a Force Barrier.

Force Dome – Warp Charge 1 – Imperial Fists only

This is a blessing and is used at the start of the Librarian’s Movement phase. The Librarian and any unit he is with

receive a 5+ invulnerable save until the end of the following player turn.

The deeds of one bold warrior can alter the course of a battle. I have four such men under my command and our

every deed changes the shape of the galaxy.

-Sergeant Daegon Incursa, Invaders 1st Company.

The Gate of Infinity – Warp Charge 1 – White Scars only

This power is used at the beginning of the Librarian’s Movement phase. The Librarian, and any unit he is with, is

removed from the tabletop and immediately placed back together anywhere within 24” using the deep strike rules. If

the Librarian travels alone, there is no risk, but if he takes a unit with him, there is a chance something will go

wrong. If the deep strike attempt scatters and doubles are rolled, one member of the unit, chosen by the controlling

player, is claimed by the Warp and removed as a casualty (the survivors scatter normally).

Machine Curse – Warp Charge 1 – Iron Hands only

This is a witchfire power with a range of 24” that only affects vehicles. If the Machine Curse hits, the target vehicle

automatically suffers a single glancing hit.

Might of the Ancients – Warp Charge 1 – Ultramarines only

This is a blessing that is used at the start of the Librarian’s Assault phase. If successful, the Librarian has Strength 6

and rolls 2D6 for armor penetration for the remainder of that Assault phase.

Murderous Hurricane – Warp Charge 1 – Space Wolves only

This is a witchfire power with a range of 18”. The target unit takes 3D6 Strength 3 hits with AP–. Place a marker

next to the affected unit – next turn that unit treats all terrain, even clear terrain, as both difficult and dangerous.

Veil of Time – Warp Charge 1 – Blood Ravens only

This is a blessing that is used at the start of the Librarian’s Movement phase. Until the end of the player turn, the

Libararian can choose to re-roll any rolls to hit, to wound rolls, Armor saves, Invulnerable saves, Leadership tests or

Morale tests. Note that the re-rolled result must be accepted – no re-rolling the re-rolls!

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-Wargear-_________________________________________________________ The wargear described here is in addition to that covered in Codex: Astartes.

Fire Selector

A weapon equipped with a fire selector allows the firer to choose which type of ammunition will be used each turn.

Before shooting during the controlling player’s Shooting phase, the player may choose to shoot the weapon with its

normal profile or with the profile of any one special ammunition type that they are equipped with.

Suspensor

A heavy weapon with suspensor may be fired on the move. It may be fired normally as a Heavy weapon including

being snap fired, or it may instead fire the same number of shots as an Assault weapon, but with its range halved.

The controlling player may decide which of the profiles to use before firing in each of his Shooting phases.

If the weapon has more than one mode of fire or any types special ammunition, these may also be fired as Assault

weapons should the owner choose.

For example, the heavy bolter profile would appear as follows:

Weapon Range Strength AP Type

Heavy Bolter (Normal) 36” 5 4 Heavy 3

Heavy Bolter (Assault) 18” 5 4 Assault 3

Special Ammunition

The Deathwatch has access to the following types of special issue ammunition. They may be used by models firing

boltguns or the boltgun of a combi-weapon or a heavy bolter, as applicable.

Bolter Special Ammunition

Hellfire Rounds

Range Strength AP Type

24” X 5 Rapid Fire, Fleshbane

Implosion Rounds

Range Strength AP Type

24” 4 5 Rapid Fire, Rending

Inferno Rounds

Range Strength AP Type

24” 4 5 Rapid Fire, Ignores Cover

Kraken Rounds

Range Strength AP Type

30” 4 4 Rapid Fire

Metal Storm Rounds

Range Strength AP Type

24” 3 6 Rapid Fire, Blast

Stalker Rounds with M.40 Targeter

Range Strength AP Type

36” 4 5 Heavy 2, Pinning

Vengeance Rounds

Range Strength AP Type

18” 4 3 Rapid Fire, Gets Hot

Heavy Bolter Special Ammunition

Hellfire Shell

Range Strength AP Type

36” X 4 Heavy 1, Blast, Fleshbane

Metal Storm Shell

Range Strength AP Type

36” 4 5 Heavy 2, Blast

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Deathwatch Veteran Squad……………………………………………...70 points

WS BS S T W I A Ld Sv

Deathwatch Veteran 4 4 4 4 1 4 2 9 3+

Unit Composition:

• 3 Deathwatch Veterans

Special Rules:

• And They Shall Know No Fear

• Combat Squad

• Follow My Lead

• Home Chapter

• Preferred Enemy (selected xenos)

Lexicanum:

• Psyker (Mastery Level 1)

Techmarine:

• Blessing of the Omnisiah

• Bolster Defenses

• Damage Control

Dedicated Transport:

• A Deathwatch Kill Team may take a drop

pod, rhino or razorback as a dedicated

transport.

Unit Type:

• Infantry (Character)

Wargear:

• Power Armor

• Boltgun with Fire Selector

• Bolt Pistol

• Special Ammunition

Lexicanum:

• Power Armor

• Boltgun with Fire Selector or Bolt Pistol

• Force Weapon

• Psychic Hood

• Special Ammunition

Techmarine:

• Artificer Armor

• Servo-arm

• Boltgun with Fire Selector or Bolt Pistol

• Signum

• Special Ammunition

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Options:

• May add up to three additional

veterans +20 pts per model

• Any model in the squad may be equipped with:

- Frag and krak

grenades +1 pt per model

- Melta bombs +5 pts per model

• The squad may add any number of additional

Preferred Enemies from the above

list +3 pts each per model

• The squad may select a second type of special

ammunition +2 pts per model

• Up to two veterans may replace their boltgun

with one of the following:

- Flamer +5 pts

- Meltagun +10 pts

- Plasmagun +15 pts

• May upgrade a single veteran to an apothecary

with a narthecium +15 pts

• Any veteran or apothecary may replace their

boltgun and/or bolt pistol with:

- Combi-flamer, -melta or –plasma or

plasma pistol +10 pts

Assault Options:

• Up to three veterans, including an apothecary,

may be upgraded to assault marines, replacing

their boltguns and/or bolt pistol with:

- Chainsword free

- Plasma pistol +10 pts

- Inferno pistol or storm shield +15 pts

- Power weapon +15 pts

- A single lightning claw +20 pts

- An additional lightning claw +10 pts

• A single assault marine may instead replace his

boltgun or bolt pistol with one of the

following:

- Power fist +25 pts

- Thunder hammer +30 pts

• Any assault marine may be equipped with a

jump pack +8 pts per model

Devastator Options:

• Up to two veterans may be upgraded to

devastator marines, replacing their boltguns

with a suspensor and one of the following:

- A heavy bolter with fire selector,

multi-melta or missile

launcher +15 pts per model

- A plasma cannon +20 pts per model

- A lascannon +30 pts per model

• If a heavy bolter is selected, it may additionally

be armed with a single type of heavy bolter

special ammunition. Each devastator may

select different ammunition +5 pts per model

Lexicanum:

• If a deathwatch kill team does not contain a

Codicier, it may upgrade a single veteran to a

lexicanum +30 pts

- A veteran that is upgraded to a

lexicanum must select a single

psychic power from either the

Deathwatch psychic power list or

from his chapter list. A veteran that

has selected the Black Templars as his

home chapter may not be upgraded to

a Lexicanum.

- A Lexicanum may be included as an

assault marine, but may only select

the jump pack option.

Techmarine:

• A single veteran may be upgraded to a

deathwatch techmarine +25 pts

• A deathwatch techmarine may replace their

servo-arm with a servo-harness +25 pts

• A deathwatch techmarine may replace his

boltgun or bolt pistol with:

- Storm bolter free

- Combi-flamer, -melta or –plasma or

plasma pistol +10 pts

• A deathwatch techmarine may take either of

the following:

- Power weapon +15 pts

- Thunder Hammer +30 pts

• A deathwatch techmarine may take a single

servo-skull +3 pts

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Watch Captain……………………………………………………………85 points

WS BS S T W I A Ld Sv

Watch Captain 6 5 4 4 3 5 3 10 3+

Unit Composition

• 1 Watch Captain

Unit Type:

• Infantry (Character)

Special Rules:

• And They Shall Know No Fear

• Combat Squad

• Follow My Lead

• Home Chapter

• Preferred Enemy

Wargear:

• Power Armor

• Boltgun with Fire Selector

• Bolt Pistol

• Frag and Krak Grenades

• Iron Halo

• Special Ammunition

Options:

• May replace boltgun and/or bolt pistol with:

- Chainsword free

- Storm Bolter +3 pts

- Combi-flamer, -melta or

-plasma or plasma pistol +10 pts

- Storm shield inferno pistol or power

weapon +15 pts

- A single lightning claw +20 pts

- A second lightning claw +10 pts

- Power fist +25 pts

- Relic blade or thunder

hammer +30 pts

• May be given melta bombs +5 pts

• May be given bionics +5 pts

• May take a jump pack +25 pts

• May add any number of additional Preferred Enemies from the above list +3 pts each

• May select a second type of special ammunition from the above list +2 pts

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Deathwatch Codicier……………………………………………………100 points

WS BS S T W I A Ld Sv

Codicier 5 5 4 4 2 5 2 10 3+

Unit Composition:

• 1 Codicier

Special Rules:

• And They Shall Know No Fear

• Combat Squad

• Follow My Lead

• Home Chapter

• Preferred Enemy

• Psyker (Mastery Level 1)

Wargear:

• Power Armor

• Force Weapon

• Boltgun with Fire Selector or Bolt Pistol

• Frag and Krak Grenades

• Psychic Hood

• Special Ammunition

Unit Type:

• Infantry (Character)

Options:

• May replace boltgun with:

- Storm bolter +3 pts

- Combi-flamer, -melta, or –plasma

or plasma pistol +10 pts

• May be given melta bombs +5 pts

• May take a jump pack +25 pts

• May add any number of additional Preferred

Enemies from the above list +3 pts each

• May select a second type of special

ammunition from the above list +2 pts

Home Chapter

A Codicier may not select the Black Templars as

his home chapter.

Psyker

A codicier is a Mastery level 1 psyker. He must

select 2 psychic powers from either the Deathwatch

psychic power list or from his home chapter.

I can pulp your flesh and snap your bones in less than a

second, and without so much as lifting a finger. What is

the power of technology compared to that?

-Chief Librarian Vel'cona of the Salamanders.

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-Sample Deathwatch Kill Team-_______________________________________

Deathwatch Kill Team – 525 points

Prefered Enemies – Orks

Special Ammunition – Stalker Rounds with M.40 Targeter

Deathwatch Veteran – +15 points

Raven Guard Veteran

Plasmagun, Bolt Pistol

Deathwatch Veteran – +20 points

Iron Hands Devastator Marine

Heavy Bolter with fire selector and suspensor and Hellfire Shells

Deathwatch Veteran – +54 points

Black Templars Assault Marine

Jump Pack, Thunder Hammer, Storm Shield, Frag anad Krak Grenades

Apothecary – +54 points

Ultramarines Assault Marine

Jump Pack, Power Weapon, Inferno Pistol, Frag and Krak Grenades

Lexicanum – +39 points

Blood Angels Assault Marine

Jump Pack, Force Weapon, Bolt Pistol Frag and Krak Grenades, Might of Heroes

Techmarine – +68 points

Space Wolves Techmarine

Servo Harness, Boltgun with fire selector, Power Weapon, Servo Skull

Watch Captain – +145 points

Imperial Fists Captain

Jump Pack, Relic Blade, Bolt Pistol, Melta Bombs

Victory often rests on the correct weaponry being in the right place and at the right time. Even the most

destructive weapons of war are worthless if absent from the battle.

-Artor Amhad, Chapter Master of the Astral Knights (deceased).

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·NON·

·PERMITTES·

·VIVERE·

·ALIENIGENAE·