This section details army special rules including Deathwatch Special Rules, Tactical Objectives and Warlord Traits.
Deathwatch Special RulesAtonement Through Honour
Combat Squads
Faction and AlliesAll units in Codex: Deathwatch have the Deathwatch Faction. The Deathwatch are part of the Armies of the Imperium and ally as such as described in the Allies section of Warhammer 40,000: The Rules.Mission Tactics
Once during the battle, at the start of any turn after the first, you can choose to change the current Mission Tactic for another one.
Dominatus Tactics
Furor Tactics
Malleus Tactics
Purgatus Tactics
Venator Tactics
Special RulesBiophageWhenever a model inflicts an unsaved wound with the Thief of Secrets, the weapon learns the weakness of that model’s unit and any other units of the same type (for example, if it wounds a Carnifex, it learns the weakness of all Carnifexes). Any future attacks made using the Thief of Secrets against units whose weaknesses are known to it will successfully score a wound on a To Wound roll of 2+. This lasts until the end of the battle.BlockOnce per turn, in the Assault Phase, a model equipped with a guardian spear can attempt to block a single Attack that targets them. After the To Hit roll is made, roll a dice. If the result is higher than the To Hit roll, the attack is blocked and has no effect. Attacks that do not have a To Hit roll cannot be blocked.Drop Pod AssaultDrop Pods and units embarked upon them must be held back in Deep Strike Reserve. At the beginning of your first turn, half of your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.Heroic InterventionA unit that contains any models with this rule ignores penalties for disordered charges and can re-roll one or both dice when determining its charge range.ImmobileA Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised damage result that cannot be repaired in any way. Note that this does not cause it to lose a Hull Point.ImpactIf the target unit is within 12", this weapon’s Strength is increased to 9 and its AP is increased to 2.Inertial Guidance SystemIf a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If the Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.Kill-shotIf the To Wound roll for an attack with this weapon is 6, it has the Instant Death special rule.Master of TacticsIf a Watch Master is your Warlord, you can change the army’s Mission Tactics one extra time during a mission. Usually this will allow you to change Mission Tactics twice during the game rather than only once, but if your Warlord has the Vigilance Incarnate Warlord Trait or your army includes a Black Spear Strike Force, you will be able to change Mission Tactics up to three or four times!Molecular Realignment FieldSuccessful invulnerable saving throws made against Wounds inflicted by this weapon must be re-rolled.PulveriseIf the To Wound roll for an attack with this weapon is 6, the attack has the Instant Death special rule.RepairIf a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. Roll a D6 in the Shooting phase; on the roll of a 6+, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.Sudden OnslaughtAll non-vehicle models in a Black Spear Strike Force have the Deep Strike special rule.VenerableIf a Venerable Dreadnought or Venerable Dreadnought Nihilus suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second result, even if it is worse than the first.Thrice-blessed HullRevered ancient Nihilus has a 6+ invulnerable save, which is increased to 5+ against damage sustained from enemy witchfire powers.Born in the SaddleJetek Suberei adds 1 to his Strength when resolving hits caused by the Hammer of Wrath special rule.FlamecraftGarran Branatar has the Feel No Pain (4+) special rule against Wounds caused by Flamer weapons (as defined in Warhammer 40,000: The Rules). Furthermore, he can re-roll all failed To Wound rolls and armour penetration rolls that do not result in glancing or penetrating hits when using his heavy flamer.Heroic InterventionA unit that contains any models with this rule ignores penalties for disordered charges and can re-roll one or both dice when determining its charge range. Furthermore, Antor Delassio always passes the Initiative test if he wishes to make a Glorious Intervention.Heroic InterventionA unit that contains any models with this rule ignores penalties for disordered charges and can re-roll one or both dice when determining its charge range. Furthermore, Edryc Setorax always passes the Initiative test if he wishes to make a Glorious Intervention.Strike from the ShadowsEdryc Setorax has the Shrouded special rule until the start of the second game turn.Winged DeliveranceEdryc Setorax may use his jump pack in both the Movement and Assault phases of the same turn. Furthermore, when he makes Hammer of Wrath attacks, he can re-roll failed To Wound rolls.Tactical ObjectivesTo reflect the unique way in which the Deathwatch wage war, this page presents three sets of six Tactical Objectives and describes how to use them with your Deathwatch army in your games of Warhammer 40,000. If your Warlord has the Deathwatch Faction, you may use one of the three sets of Tactical Objectives included in this book. If you do, the Tactical Objectives you decide to use will replace the Capture & Control Tactical Objectives (numbers 11-16) from Warhammer 40,000: The Rules.If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exceptions. First of all, the Deathwatch player must pick one of the three sets of Deathwatch Tactical Objectives to use. Then, when the Deathwatch player generates a Capture & Control Objective (numbers 11, 12, 13, 14, 15 or 16), use the corresponding Deathwatch Tactical Objective instead. Other Tactical Objectives (numbers 21-66) are generated normally. Deathwatch Tactical Objectives are split into three types: Primus, Secundus and Tertius. Only one type can be used for each mission, chosen before the mission starts. Primus ObjectivesDOMINATE Seize the very ground upon which the leader of the xenos army stands to prove that your might is irresistible. 11 Score 1 Victory Point at the end of your turn if you control the Objective Marker closest to the enemy Warlord when this Tactical Objective is generated. If the enemy Warlord has been slain or is not on the battlefield when this objective is generated, the enemy player picks the Objective Marker you must control. Type: DEATHWATCH (PRIMUS) NULLIFICATION Only one variable remains unknown; that of the alien’s psykers. Destroy them all so the greater strategy may proceed. 12 Score 1 Victory Point at the end of your turn if there are no enemy units with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules on the battlefield. Type: DEATHWATCH (PRIMUS) CRIPPLING BLOW Without leadership, the cohesion of the xenos force will crumble, allowing your Kill Teams to slaughter at will. 13 Score 1 Victory Point at the end of your turn for each enemy unit with the HQ Battlefield Role which was completely destroyed during your turn (up to a maximum of 3 Victory Points). Type: DEATHWATCH (PRIMUS) DESTROY THEIR ELITE You must eradicate the most skilled warriors in the enemy army if you are to achieve victory. 14 Score 1 Victory Point at the end of your turn if at least one enemy unit with the Elites Battlefield Role was completely destroyed during your turn. Type: DEATHWATCH (PRIMUS) PRIORITY TARGET The truth has become clear – before the greater extermination can begin, a lynchpin of the enemy force must be eradicated. 15 When this Tactical Objective is generated, make a note of which model in the enemy army (that is on the battlefield) has the highest Wounds characteristic. If several models are tied, your opponent selects one amongst them. Score 1 Victory Point at the end of your turn if this model has been destroyed (score 3 Victory Points instead if the model was a Gargantuan Creature). Type: DEATHWATCH (PRIMUS) HEADSHOTS Remove the head and body will die. Take out the leaders of the enemy army to reduce it to a lumbering brainless beast. 16 Score 1 Victory Point at the end of your turn for each enemy character that was slain during your turn (up to a maximum of 6 Victory Points). Type: DEATHWATCH (PRIMUS) Secundus ObjectivesDOMINATE Seize the very ground upon which the leader of the xenos army stands to prove that your might is irresistible. 11 Score 1 Victory Point at the end of your turn if you control the Objective Marker closest to the enemy Warlord when this Tactical Objective is generated. If the enemy Warlord has been slain or is not on the battlefield when this objective is generated, the enemy player picks the Objective Marker you must control. Type: DEATHWATCH (SECUNDUS) NULLIFICATION Only one variable remains unknown; that of the alien’s psykers. Destroy them all so the greater strategy may proceed. 12 Score 1 Victory Point at the end of your turn if there are no enemy units with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules on the battlefield. Type: DEATHWATCH (SECUNDUS) CRIPPLING BLOW Without leadership, the cohesion of the xenos force will crumble, allowing your Kill Teams to slaughter at will. 13 Score 1 Victory Point at the end of your turn for each enemy unit with the HQ Battlefield Role which was completely destroyed during your turn (up to a maximum of 3 Victory Points). Type: DEATHWATCH (SECUNDUS) THIN THEIR RANKS Tear the heart from the enemy by destroying their most numerous unit. 14 When this Tactical Objective is generated, make a note of which unit in the enemy army (that is on the battlefield) currently has the most models. If several units are tied, your opponent selects one amongst them. Score 1 Victory Point at the end of your turn if this unit has been completely destroyed. Type: DEATHWATCH (SECUNDUS) ATTRITION Grinding down the enemy’s rank and file will ensure a swift and overwhelming victory. 15 Score 1 Victory Point at the end of your turn if at least one enemy unit with the Troops Battlefield Role was completely destroyed during your turn. If at least three Troops units were completely destroyed during your turn, score D3 Victory Points instead. Type: DEATHWATCH (SECUNDUS) WIDESPREAD DESTRUCTION Spread death and destruction all around – every enemy on the battlefield must know your wrath! 16 Score 1 Victory Point at the end of your turn if at least one model was removed as a casualty from at least 3 different enemy units during your turn. If at least one model was removed as a casualty from 6 or more different enemy units during your turn, score D3 Victory Points instead. If, during your turn, a model was removed as a casualty from every unit in the enemy army (that is on the battlefield), score D3+3 Victory Points instead. Type: DEATHWATCH (SECUNDUS) Tertius ObjectivesDOMINATE Seize the very ground upon which the leader of the xenos army stands to prove that your might is irresistible. 11 Score 1 Victory Point at the end of your turn if you control the Objective Marker closest to the enemy Warlord when this Tactical Objective is generated. If the enemy Warlord has been slain or is not on the battlefield when this objective is generated, the enemy player picks the Objective Marker you must control. Type: DEATHWATCH (TERTIUS) NULLIFICATION Only one variable remains unknown; that of the alien’s psykers. Destroy them all so the greater strategy may proceed. 12 Score 1 Victory Point at the end of your turn if there are no enemy units with the Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers special rules on the battlefield. Type: DEATHWATCH (TERTIUS) CRIPPLING BLOW Without leadership, the cohesion of the xenos force will crumble, allowing your Kill Teams to slaughter at will. 13 Score 1 Victory Point at the end of your turn for each enemy unit with the HQ Battlefield Role which was completely destroyed during your turn (up to a maximum of 3 Victory Points). Type: DEATHWATCH (TERTIUS) NO SUPPORT The enemy army will quickly crumble if you first take out their heaviest guns and armoured support units. 14 Score 1 Victory Point at the end of your turn if at least one enemy unit with the Heavy Support or Lords of War Battlefield Role was completely destroyed during your turn. If at least 3 such units were completely destroyed during your turn, score D3 Victory Points instead. Type: DEATHWATCH (TERTIUS) IMMOBILISE If you take out the fastest-moving elements of the enemy army, you will render it immobile and vulnerable. 15 Score 1 Victory Point at the end of your turn if at least one enemy unit with the Fast Attack Battlefield Role was completely destroyed during your turn. Type: DEATHWATCH (TERTIUS) DESTRUCTOS TITANICUS Destroy the largest and most powerful war machines in the enemy army to ensure victory. 16 When this Tactical Objective is generated, make a note of which model in the enemy army (that is on the battlefield) has the highest Hull Points characteristic. If several models are tied, your opponent selects one amongst them. Score D3 Victory Points at the end of your turn if this model has been destroyed (score D3+3 Victory Points instead if the model was a Super-heavy vehicle). Type: DEATHWATCH (TERTIUS)
Warlord TraitsWhen generating Warlord traits for a Warlord with the Deathwatch Faction, you can either roll on one of the Warlord Traits tables in Warhammer 40,000: The Rules or roll on the table below.
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