- 'Amongst a hundred men, there may be none fit for the Adeptus Astartes. Amongst a hundred Space Marines, there may be one fit for the Deathwatch.'
- —Watch Captain Brand
- CODEX: DEATHWATCH This Team List uses the special rules and wargear lists found in Codex: Deathwatch. If a rule differs from the Codex, it will be clearly stated. The points are intended for the model WITHOUT the equipment listed, you need to add the costs of the wargear you can find in the Deathwatch points values section of the Codex.
- Time for another leak and rumor compilation, this time for Warhammer 40k 8th edition Deathwatch codex rumors and leaks. As with the other compilations the Warhammer 40k 8th edition codex will feature both Games Workshop community info and any other Internet leaks and rumors as they come!
Title: DeathwatchWhite DwarfDataSheets.indd Author: chris.webb Created Date: 1327Z. Deathwatch Codex 2016.pdf - Free download as PDF File (.pdf) or read online for free. Scribd is the world's largest social reading and publishing site. Search Search. Codex Deathwatch 2.0 (6th Edition) - Free download as PDF File (.pdf), Text File (.txt) or read online for free. Scribd is the world's largest social reading and publishing site. Search Search. CODEX: DEATHWATCH Official Update Version 1.0 Although we strive to ensure that our rules are perfect, sometimes mistakes do creep in, or the intent of a rule isn’t as clear as it might be. These documents collect amendments to the rules and present our responses to players’ frequently asked questions. As they’re updated.
Deathwatch
Warcry
Founding
Successors of
Successor Chapters
Number
Primarch
Chapter Master
Unknown, rank of Deathwatch Watch Master existed since mid-32nd Millennium
Homeworld
Fortress-Monastery
Allegiance
Colours
The DeathwatchSpace Marines serve the Ordo Xenos of the Imperial Inquisition as its Chamber Militant, the warriors of last resort when the Inquisition needs access to firepower greater than the Astra Militarum or a team of its own Acolytes or even Throne Agents can provide.
Across the galaxy there are innumerable hostile alien civilisations that threaten Mankind, from the green-skinned Orks, to the monstrous Tyranids, sadistic Drukhari, spectral C'tan, and undying Necrons. It is the sacred task of the Deathwatch to stand sentry against all of these terrible xenos races. They are ready to act when such ancient evils rise to threaten Mankind once more. The Space Marines of the Deathwatch form the first, and often only, line of defence against these inhuman horrors.
Unlike other Space Marines, the ones serving in the Deathwatch are not truly a separate Chapter of the Adeptus Astartes; rather, they are a collection of Veteran Space Marines drawn from all of the different extant Chapters who serve together in the Inquisition's service for a discrete period of time.
To be chosen by one's Chapter to serve in the Deathwatch is a great honour for any Space Marine, as only the most elite and experienced members of a Chapter are ever chosen for this extremely hazardous tour of duty, the specifics of which must be kept secret by Inquisitorial order and sacred oath even from a Deathwatch Astartes' home Chapter.
Deathwatch Space Marines do not usually form the standard tactical groups like squads and companies generally used by the Adeptus Astartes. Instead, they operate as small special forces units in close-knit groups of specialists called Kill-teams.
If a xenos threat is particularly dangerous, several Kill-teams may be assigned to deal with it, but if the threat is still too much for even the Deathwatch to handle, the Inquisition will be forced to turn to a full Space Marine Chapter or to multiple regiments of the Imperial Guard to deal with it.
In general, if a group of Deathwatch Kill-teams cannot deal with a xenos incursion, that means that the Imperium has a major conflict on its hands and must deploy a full range of its military forces to meet the threat.
Chapter History
- 'We do not hate the alien because he is different, we hate the alien because he had naught but hate in his heart for us.'
- — Anonymous Battle-Brother of the Deathwatch
The exact origins of the Deathwatch are uncertain in current Imperial records, but its inception can be traced to 544.M32, and the arrival of the largest OrkWAAAGH! seen since the Ullanor Crusade during the closing years of the Great Crusade. Led by the mysterious Warlord known only as The Beast, this Greenskin invasion threatened the very Throneworld of Terra itself. During this conflict, it was the newly-elected Lord Commander of the Imperium, Chapter Master and sole surviving member of the Imperial Fists, named Koorland, who devised the concept of utilising small elite Astartes Kill-teams to eliminate vital strategic assets of the encroaching Greenskins and eventually, The Beast itself. Though reluctant at first to acquiesce to the Lord Commander's plan to approve the creation of such a force, desperate times called for desperate measures. Therefore, the High Lords of Terra consented to Koorland's proposal. The original recruits for this newly created elite force were drawn from the survivors of the various Chapters who took part in the initial invasion of The Beast's capital world of Ullanor. These Chapters suffered severe losses during the invasion. Thus standing in vigil over their fallen brethren, the seeds of the Deathwatch were sown. Lord Commander Koorland eventually came to an agreement with the Inquisitorial Representative Wienand, to assuage any doubts by the rest of the members of the Senatorum Imperialis, that the Deathwatch would fall under the purview of the Inquisition, but an Astartes would ultimately serve as Chapter Master.
However, there are conflicting accounts which state the Deathwatch's origins occurred somewhat differently, and that it was founded at an unknown time centuries ago. These records state that a conclave of Inquisitor Lords -- the Apocryphon Conclave of Orphite IV -- convened with the sole purpose of formulating an Imperium-wide strategy to combat the many xenos threats that assailed Mankind. The members of this conclave were, in the main, drawn from the ranks of the Ordo Xenos, all of whom shared the belief that one day, there would come a time when Humanity would be consumed by slavering xenos beasts, or enslaved to creatures of unutterably alien origins. They foresaw an age when every alien life form in the galaxy, and others from beyond it, might rise up and the Age of the Imperium would come to an end. They had no inkling when such a terrible age might come, but they knew with dreadful certainty that it surely would, and they determined that no effort should be spared to avert such an end.
The conclave sat for many standard years, and bitter debate raged back and forth between Inquisitor Lords of many different positions. Some believed that every trace of alien life should be purged from the galaxy, while a few advocated the formation of alliances with those alien races that could be tolerated. Some spoke of ancient, god-like beings that have slumbered since before the creation of Mankind awakening to enslave the galaxy, while others foresaw that death would come at the hands of invasion from other galaxies entirely. While many Puritan Inquisitor Lords declared the conclave itself an admission of defeat for even countenancing that Mankind might not prevail against these threats, wiser counsel prevailed, and a strategy was eventually formulated. The conclave would request an audience with the assembled Chapter Masters of the Adeptus Astartes, and ask of them a solemn undertaking. It is not known how many Chapter Masters assembled to hear the words of the conclave, for such an event has only occurred a handful of times in the long history of the Imperium. Nor were the words of the Inquisitors recorded for posterity. Certainly, enough Chapter Masters must have answered the call, for a quorum of sorts was convened. The conclave presented its prophecy to the Chapter Masters, evoking the galaxy-wide threat of the ravening xenos. The Chapter Masters, every one a veteran of a thousand campaigns against the terrors of the void, listened to the Inquisitors' words, and withdrew to consider the matter.
The results of the Chapter Masters' deliberations were delivered to the conclave at sunrise the next day. Each of the Masters and Inquisitors took a solemn oath together. They would form a new Chapter, consisting of Veteran Space Marines highly experienced in combating the xenos. This Chapter was dubbed the 'Deathwatch', for it would stand guard against the doom foretold by the conclave. Thus, to this day, this joint oath still stands. The Battle-Brothers of the Deathwatch take the war against the alien to the very darkest reaches of the void, bringing to bear such force as no individual Inquisitor could hope to muster. In this mission, the Ordo Xenos and the Deathwatch are equals, the Inquisitors rooting out the foes for the Deathwatch to eradicate. While neither party is subject to the command of the other, both work in concert towards their common goal, according to those oaths made centuries ago. The two work closely together, ever watchful for that fateful day when the prophecies of the conclave are realised.
Whatever the truth, since the Deathwatch's inception in the 32nd Millennium, there have been periods when the Imperium dared to believe it was holding the xenos menace at bay. By dint of countless martyrdoms, this hidden order has kept the Segmentums of the Emperor's domain safe -- until now. The Time of Ending has exposed how thin a line lies between the present and the alien apocalypse feared by all Mankind.
War Upon the Brink
- 'He who allows the alien to live shares its crime of existence.'
- —Inquisitor Apollyon
As the 41st Millennium draws to a close, the shield of the Deathwatch has been shaken, shivered and brought to the edge of destruction. Never before have so many threats to the fabric of Mankind's realm risen up at one time; never before have so many powerful xenos races sought to take the galaxy for their own. A thousand horrors gnaw and tear at the fabric of destiny, foes old and new emerging to take their chance as Mankind is torn apart by its long war against Chaos.
The Aeldari fight for a resurgence ten millennia in the making, taking no prisoners as they seek to burn brightly before the end. Their vile Commorrite cousins, the Drukhari, intend to line their larders before the apocalypse breaks, raiding in never-before seen numbers to leave once-thriving worlds empty of sentient life. The Necron dynasties awake faster than the Deathwatch can put them down, long-buried armies lurching to life as ancient overlords attempt to restore a lifeless order to the era of mayhem that greets their awakening. The Orks, a threat long turned upon itself by the Deathwatch's surgical raids, are finally uniting under the prophet of Armageddon. Their green tsunami of violence is set to drown the stars.
On the Eastern Fringe the tech-savant armies of the T'au Empire expand aggressively, their invention of the ZFR Horizon Accelerator Engine pushing them across the Damocles Gulf to steal worlds from the Imperium at a shocking pace. Further out drift the numberless Bio-Ships of the Great Devourer. Hive FleetsBehemoth and Kraken push their rapacious tendrils further coreward with every standard year, leaving nothing but scoured balls of rock in their wake. A dozen others encroach upon the Imperium's borders, their living Bio-ships creeping from the void in numbers beyond sane measure. Perhaps it is Hive Fleet Leviathan that should be feared the most, for its splinter fleets emerge from under the galactic core to menace Segmentum Solar -- the seat of human civilisation itself.
With every standard year more requests are levelled unto the wider Adeptus Astartes by the Deathwatch, citing ancient oaths to claim tithe after tithe. Yet the Astropathic messages flow both ways. Hundreds of Chapters are formally requesting their Battle-Brothers be discharged from their Long Vigils and sent back, despite the tarnishing of their honour that entails. In this time of woe, every Space Marine is vital in the war against the dark powers that seek to capsize reality itself. Whether Humanity will survive to see in a new age is unknown, but the Deathwatch is fighting with every iota of its strength to ensure it.
Notable Campaigns
- Worshippers of the Hrud (Unknown Date) - The Ordo Hereticus uncovered a chronomantic cult that worshiped the time-stealing Hrud upon the warren planet of Rhidl. The Ordo Xenos was notified by astropathic communiqué, and the Deathwatch was sent to burn the tunnels clean acre by acre.
- The Primogenitor's Get (Unknown Date) - Fabius Bile's experiments in melding alien bioforms to form the perfect attack organism came to an abrupt end when the Deathwatch raided his laboratories, fighting its way through a dozen fleshy hells to put the entire complex to the torch.
- The Hammer of the Deathwatch (Unknown Date) - The Prognosticators of the Grey Knights detected a coming Warp breach in the Endasch Sub-sector. Upon Endasch itself, rival OrkWarlords had spilt rivers of gore so copious they were at risk of creating a rift to the Blood God's own realm. Unable to reach Endasch in time, the Grey Knights sent an astropathic pulse to the Deathwatch. A dozen Kill-teams reached Endasch, slaying one of the Ork Warlords and his retinue using only Thunder Hammers, Power Mauls and fists. Bludgeoning the enemy to death with crushing weapons proved no mean feat, and it cost the Kill-teams a full half of their number. Yet by limiting the blood spilt, the Deathwatch prevented the Warp breach from ever happening. The surviving Ork Warlord led a Greenskin crusade out of the sub-sector. A solar week later, Augur beacons traced the Ork crusade into the Eye of Terror, and the matter was considered resolved.
- Bane of the Sslyth (Unknown Date) - The Slaanesh-worshipping Sslyth of the Vensine Sector were attacked in their nests when Kill-team Decurius descended to save the world from a truly disgusting fate.
- Yddylia in Flames (Unknown Date) - After a string of punitive strikes from CraftworldBiel-Tan against the Garravissima Sub-sector proved impossible to stop, the Deathwatch of Fort Ajax gave up the chase. Taking every Flamer weapon they could muster, they instead descended to the Maiden World of Yddylia at the height of summer and -- in conjunction with a firestorm barrage -- set swathes of the world aflame. The Exodites of the planet fought hard to repel them, but the Deathwatch stayed one step ahead. Drawn by the psychic distress calls of their backwater kindred, Craftworld Biel-Tan appeared in the night sky. Within a solar week, the Autarch of Biel-Tan was killed by a Kraken Bolt to the head.
- The Omega Chamber (Unknown Date) - Eldar Corsairs raided Fortress Omega, their target the riddle-carved doomsday sphere secured in the complex's null chamber. They found the Watch Fortress better defended than they expected, for though it is small, it houses only Venator Kill-teams. Hundreds of Eldar raiders were slain before the last of them chanced upon the chamber -- only to find it empty. The doomsday sphere was a myth, misinformation spread to the Eldar via mercenary contacts of the fortress' Black Shields.
- Purge of the Ur-Ghuls (Unknown Date) - An Ur-Ghul migration spilled from the thrice-cursed ziggurats of Shaa-dom. It flowed into the nightmarish Shardmaze, and from there to the Mirrored Palace of Plenitia. When the gangling predators proved strong enough to tear apart the Kill-team that hunted them, the Dreadnought Xenomortis was sent to reinforce its Battle-Brothers. Solar months later, the war machine stormed from the ruins of the now-empty Mirrored Palace, every inch of its hull covered in Ur-Ghul blood.
- The Psychneuein Swarms of Syntax IX (Unknown Date)
- To Kill a Jokaero (Unknown Date) - The Deathwatch of Fort Nullifact attacked a seemingly undefended Jokaero star-frame, only to be met by a fleet's worth of firepower. They retreated to a safe distance, monitoring the simian aliens that clambered upon their star-frame as it slowly spun out of the cosmos into the cold void.
- Amidst the Snows of Atrophon (Unknown Date) - When the world of Atrophon faced devastation by the Orks of WAAAGH!Dregsmasha, a small Kill-team was sent to assassinate the Big Mek leading the war. A misdrop left the team on the wrong side of a storm-swollen river, caught in the teeth of a ferocious blizzard, with Greenskins closing fast. The heroics that followed are the very definition of the Deathwatch's selfless strength.
- Day of the Barghesi (Unknown Date.M41)
- The Kryptman Gambit (Unknown Date.M41) - After seeing the destruction meted out by Hive Fleet Leviathan across a wide frontage of Imperial space, Inquisitor Kryptman ordered a cordon of worlds in its path laid barren or actively destroyed to starve the Tyranids of sustenance. This drastic measure saw Kryptman excommunicated, with many calling for the death sentence. Meanwhile, the Inquisitor's Deathwatch allies stasis-captured a brood of Genestealers from a Space Hulk and sent them into the Ork Empire of Octarius, a Greenskin stronghold coreward of the main Leviathan tendril. The gambit was vindicated when the Hive Fleet followed the psychic spoor of its Genestealers into the biomass-rich Ork Empire, buying the Imperium time to regroup as xenos fought xenos across the system.
- Extractio Extremis (Unknown Date.M41) - Through their Rogue Trader contacts, the Deathwatch was alerted to the presence of a Space Marine Captain in the blood sport arenas of Commorragh. Kill-team Aldric, after seeking the wisdom of the Salamanders' 1st Company, found a method of entering the Webway. By smuggling their Corvus Blackstar within the damaged hull of an Eldar Corsair starship, they entered the Dark City. There they fought into the arena's holding pens. Though it cost the lives of all save Aldric himself, the gladiator Captain was freed in time to catch the Corsair ship as it left, still unaware of its Imperial cargo.
- The Ambull Invasions of Triyix Tert (Unknown Date)
- The Great Usurper (Unknown Date) - On the island world of Tharsis Prime, a Lacrymole shapeshifter posing as the paranoid Planetary Governor Icos Blaille was finally put down after a gruelling war with the mercenary Kroot tribes he had hired to protect himself.
- The Vault of Aza'gorod (Unknown Date) - A shard of the C'tan codified in Ordo Xenos records as The Destroyer was found in the Gulga System, the psychic shadow produced by its actions so dark it was picked up by long-range astropathic reverb choirs. The Deathwatch sent to investigate found the system rife with undeath, both mechanical and biological. After many solar months of warfare involving forces from three Watch Fortresses, the C'tan vault of Aza'gorod was finally destroyed by a sustained Lascannon bombardment from massed Land Raiders and Blackstar dropship wings.
- The Ghosar Quintus Anomaly (Unknown Date.M41) - ChaplainOrtan Cassius led an Aquila Kill-team to the backwater Mining World of Ghosar Quintus, only to find an alien infestation spread not only throughout the planet, but the Segmentum -- and possibly beyond.
- The Thief Inquisitor (Unknown Date.M41) - When Inquisitor Gao of the Ordo Xenos brought a Necrontyr datacane with him to the Watch Fortress Fort Volossia, he unwittingly seeded its demise. The Necron Overlord Zhanatar the Vengeful descended upon the Watch Fortress at the head of a hundred Night Scythes. He brought overwhelming force against the Deathwatch garrison before disappearing, with datacane in hand, taking Inquisitor Gao -- now trapped in a Tesseract Labyrinth -- with him as a cautionary lesson.
- Crown of the Beast (Unknown Date.M41) - Whilst on a destabilisation raid to the war-torn Ork Empire of Octarius, the Kill-teams of the Eye of Octos witnessed a Mekaniak invention that disrupted the synaptic control linking Tyranid organisms to their Hive Mind. Appearing much like a crown of electricity, it was used by the self-appointed King Mek Baddkrasha to break swarm after swarm. The Kill-teams waited for the two xenos armies to decimate each other before diving in, their Furor Teams cutting through to Baddkrasha before escaping with his decapitated head -- crown and all -- for further study.
- Damnos Revisited (Unknown Date.M41) - The ice-locked world of Damnos, scoured of human settlers during the awakening of the Necrons in the events of the Ultramarines 2nd Company'sgreatest defeat, was revisited by a full half of the Chapter. Chapter MasterMarneus Calgar and CaptainCato Sicarius reconquered the planet's surface as a team of Deathwatch Astartes infiltrated the primary tomb complex and destroyed its lords' ability to regenerate before striking the final blow.
- The Enclaves Struck (Unknown Date.M41) - With Commander Farsight and his subordinates joining the war for Agrellan, the Deathwatch made an opportunistic attack on the Farsight Enclaves. They caused untold damage on the Enclaves' command structure before Commander Farsight returned, vengeance foremost on his mind.
- Rise of the Alien (Unknown Date.M41) - The Imperium's armies are spread thin by the ever-escalating threat of Chaos. Across the galaxy, thousands of xenos races that were once content to bide their time now launch full-scale invasions, encroaching upon the borders of the Emperor's realm. The Deathwatch find itself stretched to breaking point and beyond.
The Domains of the Deathwatch
The Deathwatch has stood sentinel in the Jericho Reach long before Achilus launched his Imperial Crusade to reclaim the sector. For millennia, it has watched, waited, and fought amongst the lost stars and abandoned worlds of the Reach. Its domains have stood since a time now long forgotten and lost to the oblivion of dead history. It has seen worlds conquered by the Imperium fall once again to darkness. Its watch has been a thing of millennia. Ancient secrets, long since locked and sealed, are now open, and there can be no doubt: the hour has come round at last, and the future, so long awaited and dreaded, is here.
The domains of the Deathwatch in the Jericho Reach exist to aide it in the Long Watch. These places are held by it and it alone, secret and well-guarded. These domains range from the vast and mysterious Watch Fortress Erioch, which circles a dying star, to the many lesser Watch Stations standing silent vigil on forlorn worlds, airless moons, and in the dead marches of space throughout the Jericho Reach. These domains best serve the Deathwatch by providing places where they can gaze into the darkness beyond, re-arm, gather information, or (as a last resort) hold the line against the many enemies of Mankind that infest the Jericho Reach. The Deathwatch moves between these secret domains using rapid strike vessels and reconnaissance craft, often unseen by both enemies and allies.
The Long Watch
The presence of the Deathwatch in the Jericho Reach is the consequence of an ancient resolution and sacrosanct order. Made under conditions of utmost secrecy, this resolution's cause and purpose remain obscure even to those Astartes that carry out its terms. The order's effect, however, was to place the Jericho Reach directly under the eyes of the Deathwatch in perpetuity, through safety and peril, in a cause that overrode all other concerns in the area. To fulfil this compact, the Deathwatch built its hidden Watch Fortress in the dead system of Erioch on the ruins of an artefact ancient before man first walked the soil of Terra. At the fortress' heart, they constructed the Omega Vault and sealed within it the terrible truths of a future yet to be born.
For millennia, the Deathwatch has ensured that some of its number have remained in this dark place, there to stand watch. Their determination has never wavered. Come what may, whether disaster, invasion, or civil war, they have held their watch. The Battle-Brothers of the Deathwatch have fought and died, have known both victory and defeat, and continue to fight against the myriad enemies that swarm in the Jericho Reach like vermin in a midden. They do so to honour their long watch and to guard against the greater darkness to come. The true nature of this secret threat remains hidden from the Deathwatch that bides in the Jericho Reach, hidden until its fated hour approaches. Something of the truth is known by the Watch Commander and the Inquisitors of the Ordo Xenos admitted into the Chamber of Vigilance. This information has been passed down one to another over the centuries, and that knowledge guides the missions assigned to the Deathwatch of Watch Fortress Erioch. In recent times, portions of the Omega Vault's intricate mechanisms have unlocked themselves, as if in response to changing events in the Jericho Reach and the mission logs entered by the Deathwatch into its antediluvian engines. In some cases, an ancient weapon, device, or task has been revealed to the Deathwatch as a result. In other cases, the Omega Vault has yielded data that has drawn Kill-teams to distant parts of the Jericho Reach, sent into certain death, never to return. Watch Fortress Erioch stirs now as never before, and only a few locks remain before the Omega Vault opens fully -- a dire portent, indeed.
Watch Fortresses
The Deathwatch is the most vigilant defender the Imperium has to guard its borders. It operates from remote stations known as Watch Fortresses, each absent from Imperial records, as to the Deathwatch, obfuscation is another moat with which to keep its castles strong.
Each space-borne Watch Fortress is a sovereign domain ruled by its Watch Commander. On his authority, entire sectors are put to the torch without question. These strikes are so effective that the grand crusades of attrition which typify humanity's approach to war are made unnecessary -- many growing threats are contained and expunged before the wider Imperium is even aware of them.
Each Deathwatch stronghold operates under a shroud of secrecy, standing as a hidden sentinel over a select area of the Imperium's dominion. Some are space-borne fortresses that monitor a specific threat -- i.e. Castilos Nullifact watches for the rise of the long-slumbering Necron dynasties in the north of Ultima Segmentum, whereas Fort Pykman monitors the Ghoul Stars and the horrors that lie beyond. Others instead keep watch over a specific area in which aliens have been sighted in great measure. There are those smaller outposts called 'Watch Stations' which house a garrison of only a handful of Battle-Brothers, whilst the largest of Watch Fortresses play host to entire Watch Companies. Regardless of size, these space stations bristle with weaponry -- islands of sanity and strength in the midst of the endless sea of stars.
Since the Great Rift tore the Imperium in two, some Watch Fortresses have been cut off in the Imperium Nihilus, while others have been engulfed in the fury of daemonic incursions and empyric turmoil. The Watch Masters of these fortresses have not despaired, instead exploiting every advantage they can with ruthless efficiency to ensure their Long Vigil continues.
Notable Watch Fortresses
- Watch Fortress Erioch - Erioch is a notable Watch Fortress of Deathwatch based within the Jericho Reach of the Segmentum Ultima. Within Erioch the Deathwatch's Kill-teams train and prepare for coming missions. Watch Fortress Erioch combines the functions of a command centre, keep, archive, garrison and more. The Watch Commander often coordinates the monitoring of a hundred different threats; or his attentions might be focused exclusively on one single, overriding concern towards which all of his and his Battle-Brothers' efforts are turned. The commander is assisted in his duties by a cadre of specialists, some of whom are Astartes, such as Techmarines, Apothecaries and the like, while many more are normal humans who are the equivalent of Chapter Serfs who have been assigned to the Deathwatch by the Inquisition's Ordo Xenos. Erioch is also home to all manner of Astartes training facilities. In vast domes, unique environments can be recreated in which the Battle-Brothers can perfect their battle drill and rehearse their missions. Some of these domes have been stocked with life forms, such as Death World flora and fauna, in order to create the most realistic training conditions possible. It has even been known for captured aliens to be set loose in the training domes, to be hunted down by the Kill-teams in deadly mission simulation exercises. At the heart of Erioch is to be found a sealed vault, known as the 'Omega Vault,' which contains the most sensitive and valuable of assets available to the Inquisition in the Jericho Reach -- and perhaps the galaxy.
Watch Stations
The Watch Stations are fortified outposts used by the Deathwatch throughout the galaxy. There are many Watch Stations scattered across the worlds, moons, and cold void of the Jericho Reach for instance, and no two Watch Stations are quite the same. Some take the form of single-blocked armoured bastions from which eagle-headed gargoyles glare out at the silent expanses of Dead Worlds. Others are complexes of forbidding towers strung through the peaks of lunar mountain ranges, while yet others are small, jagged stations that watch from the blackness of space, bristling with Auspex arrays and seer-webs. No matter their location, all Watch Stations exist to serve the Deathwatch as bases of operation, and as an ever-vigilant gaze on the Deathwatch's assigned sector of the galaxy. Each station is fitted with highly advanced sensors that constantly gather information about the area around them. These sensors gaze far into space, scour the air for communications of all types, and even skim the Warp with powerful Witch-sight Augurs. All the information gathered by a Watch Station is stored in data reservoirs in the heart of the station.
When any Deathwatch Space Marine leaves a Watch Station, it is his duty to take a copy of the information gathered by that station and return it to one of the main Watch Stations for entry into its records. Small, high-speed, Warp-capable vessels known as Dark Hunters are designed to slip unseen through the stars while they make their rounds, harvesting each Watch Stations' valuable data. Thus, the Deathwatch sees much that passes in the Jericho Reach that eludes most others. All Watch Stations house weapons and material caches to some extent; arms that can be accessed by any Deathwatch Kill-team that needs them. Many also have extensive medical, analysis, and armoury facilities that any Deathwatch Kill-team that needs them can avail themselves of, although to gain the full extent of their use, the specialised skills of an Apothecary or a Techmarine are required.
Most Watch Stations are not physically manned by Battle-Brothers, except for when they function as a base of operations in the field. Many Watch Stations can go for standard decades without a Battle-Brother crossing their threshold. During the normal course of events, Watch Stations are maintained, operated, and if need be, defended by the finest automated systems the Machine Cult can provide. If a Watch Station is attacked, its protection can sustain it from all but the most determined and powerful assault. If breached, it will self-destruct, annihilating itself utterly, leaving nothing of its secrets for the enemy. A Watch Station's greatest defences, however, are the secrecy, remoteness and concealment of its existence.
Notable Watch Stations
The stations of the Deathwatch are many, and neither the Inquisition nor the Watch Commanders themselves know of them all. Some are only a few centuries old, formed in response to emergent xenos threats. Others have legends that span millennia, their oaths of vigilance and ancient heraldry borne upon proud standards in their Sanctum Bellicos. The following are notable examples of the numerous Watch Stations present throughout the galaxy:
- Talasa Prime - Talasa Prime is the capital training world of the Deathwatch -- not just a void station like most Deathwatch facilities, but a whole planet dedicated to the organisation sited in the Realm of Ultramar. A great Ordo Xenos Inquisitorial Fortress serves as the headquarters for the Deathwatch, dedicated to training Space Marines to hunt the alien. The lords of Talasa Prime's Deathwatch keep their own counsel, though their wars against the TyranidHive Fleets and the Tau race have proved critical. The Watch Fortress also recruits, trains and equips Kill-teams composed from the Ultramarines, Scythes of the Emperor and LamentersChapters for service against the Tyranids.
- Praefex Venatoris - The Praefex Venatoris keeps watch over a string of alien portals used by the CommorriteDark Eldar in Segmentum Obscurus. Its forces are constantly on hair-trigger alert, for they must move fast if they are to save the teeming human worlds of Syracia Thrive from alien piracy.
- The Onyx Patrol - The Onyx Patrol is not a Watch Station so much as a fleet, for its quarry is the nomadic CraftworldEldar. Its web of informants crosses Segmentum Solar, and its Warp-Drives are kept hot. Since the patrol's inception, Eldar sightings in the core sectors have become rare indeed.
- Fort Pykman - The Ghoul Stars harbour hidden threats, from the emergent Barghesi to the awakening Necron dynasties. Fort Pykman favours Malleus tactics; it stands ready to demolish ancient sites should there be even a flicker of suspicion they are linked to Tomb Worlds or alien worldnests.
- Furor Shield - Furor Shield monitors the Ork-held Octarius Sub-sector, into which Kryptman of the Ordo Xenos misdirected a tendril of Hive Fleet Leviathan. Both Tyranids and Orks adapt under duress -- when the victor of this ever-escalating war emerges, the Shield stands ready to slay them.
- The Eye of Damocles - The Eye of Damocles is a vast Watch Fortress that monitors the borders between Imperial space and that of the usurper T'au Empire. Its Kill-teams specialise in vertical assault. Dominatus Teams will often strike from Corvus Blackstars to turn one-sided firefights into bloody melees.
Jericho Reach Watch Stations
The following are notable examples of the numerous Watch Stations present in the Jericho Reach:
- Watch Station Arkhas - Watch Station Arkhas is an armoured space station resembling a spiked iron pinwheel floating on the outer reaches of the Arkhas System. The Watch Station is small, with space to accommodate no more than a dozen Battle-Brothers. Most of the station is given over to the systems of its massive sensor arrays designed to both monitor the Arkhas System and gaze beyond it. Unusually, Watch Station Arkhas is home as a matter of course to an assigned Astropath dedicated to its service. The current Astropath is a deeply experienced practitioner of his craft called Varrus. However, it has been many solar months since he had been able to personally send or receive messages through the Warp with any reliability or clarity, thanks to the growing shadowy presence that moves in the Warp blocking out both Astropathic signals and filling the Watch Station's Augurs with static that buzzes like a swarm of locusts. The Arkhas System itself has a number of planetary bodies, including two that are capable of supporting life. However, both are Desert Worlds, possessed of little or no water, and from which jagged spines of black rock emerge like the bones of great fossilised beasts. There are a few sand-eroded remains which indicate that these worlds played host to intelligent life in the distant past; possibly even human colonies, though nothing of them now remains. The system has long merited the Deathwatch's vigil. It has been both battleground of man and alien and the site of several strange energy phenomena which remain unexplained. The airless third moon of Arkhas II still bears the charred remains of an OrkTerror Ship brought down by a Deathwatch boarding action centuries ago. In the last few solar months, the system and its inhabited worlds have formed the centre of an attempt by the Crusade forces, under the command of General Casterlix, to regroup and dig in following massive casualties inflicted by the tide of Tyranids rising from the rimward depths. Casterlix and his forces are, so far, entirely ignorant of the Watch Station's presence.
- Watch Station Belarius - Deep in the midst of the Hadex Anomaly lies an empty star system composed of little more than a massive, nameless blue giant, a scattering of small planetoids, and trillions and trillions of square kilometres of beautiful, roiling dust clouds. The whole system shimmers with mellow shades of green and blue, and the occasional ice asteroid winks in the dust like a gem on a jeweller's mat. Here in this out-of-the-way system, carved into a massive, deeply scarred asteroid, is Watch Station Belarius, long thought lost and destroyed in the depths of the Hadex Anomaly. Built by the Deathwatch millennia ago to monitor xenos activity in and around the important worlds that once lay at the centre of the Jericho Sector, a billet on Watch Station Belarius was once one of the most coveted assignments for a Deathwatch Battle-Brother. It was newly constructed and located near the beating heart of the sector, but well removed from it and isolated in its system. This arrangement allowed a Battle-Brother solitude for his contemplations and devotions but also kept him close enough to the sector capital at Verronus and many important Warp routes so that he and his Kill-team could respond to threats at a moment's notice. For centuries, the Battle-Brothers of Watch Station Belarius stood vigil over the sector's core worlds, their Kill-teams always ready to respond to xenos activity at a moment's notice. Unfortunately, when the Fall of the Jericho Sector came, the Battle-Brothers stationed at Watch Station Belarius were simply overwhelmed by the sheer number and force of the daemons screaming in from the Empyrean. When the Hadex Anomaly opened and spilled the raw energies of the Warp into the Jericho Sector, it all but engulfed Watch Station Belarius. In an instant, most of the Watch Station's inhabitants, Chapter Serf and Battle-Brother alike, were mutated or killed outright by the intensity of the Warp energies. Those who survived this initial onslaught were cut off from all support, left alone to defend the Watch Station from the hordes of slavering Daemons and Warp entities that swarmed into Belarius, devouring all before them. The end came quickly for these few beleaguered defenders, quickly but not painlessly. There was a general slaughter in the corridors and compartments of the Watch Station. The Battle-Brothers and remaining Chapter Serfs fought to the last, and the Watch Commander took his own life as his body twisted and mutated before his very eyes. One final astropathic transmission was received by Watch Station Midael seventy-two Terran standard hours after the first arrival of the Anomaly, a short message that stated simply: 'We are holding our own.'
- Watch Station Castiel - The Dead World of Castiel is part of an abandoned star system bearing little importance to the Imperium. Yet, for all its unremarkableness, the Deathwatch maintains a Dead Station there. Unlike many of the other Watch Stations throughout the Jericho Reach, the Castiel Station maintains a single-manned presence at all times. This vigil has become known as the Lone Watch. At any given time, a lone Deathwatch Battle-Brother maintains a vigil at the Castiel Station, monitoring the data it gathers as well as guarding something deep in the heart of the fortress. The term of this assignment is usually one standard year, when the next candidate comes to relieve the previous guardian. Those who have undertaken the Lone Watch never speak of what lies within this station that requires a living guardian at all times. Its proximity to the Hadex Anomaly lead many to believe it is an ancient Chaos artefact. This remains speculation at best, for the Battle-Brothers who have carried out the Lone Watch remain ever silent on the matter.
- Watch Station Cressid - The Watch Station on Cressid recently came under attack by a group of Chaos Renegades, who believed they had discovered a treasure trove of powerful artefacts. With the aid of the automated defences of the station, a single Battle-Brother on patrol beat back the attackers, though the structure sustained a great deal of damage. The Battle-Brother repaired the damage before leaving the station to continue his vigil. The repairs performed on the station did not address all of the damage as previously believed, however. The Renegades' attack did substantially more damage than anyone could have discovered with standard auguries and analysis. The Chaos forces left behind a Warp entity on Cressid, a being of pure malice and hatred that wormed its way into the station's pathways and data core. The station now possesses a malign intelligence that guides its sensors and readings, searching the surrounding areas for something that only it knows. To date, the information gathered by the station has been manipulated and altered by the daemon and all information relayed to the Deathwatch has been scrubbed of anything of value. To the Imperium, Cressid Station continues to monitor a Dead World and its surrounding environments with little of value detected. Should a Kill-team arrive on Cressid to utilise the station, they would find a common Watch Station with nothing out of the ordinary on first glance. However, if any length of time were spent inside its walls, the daemon's bloodthirsty nature would take hold and subject any within to a hall of horrors.
- Watch Station CX3119 - Watch Station CX3119 was established to study the Hadex Anomaly nearly 800 standard years ago. Due to the reported fluctuation of the Anomaly, this Watch Station was initially created to be mobile, that it might remain ever on the periphery of the Warp Storm. In addition to the usual banks of archeotech sensors, this station also sported powerful Warp Augurs to warn of any dangerous expansions of the Anomaly that may place the structure at risk. Sadly, these devices did not provide enough notice when the Hadex expanded to nearly half again its size, sucking the station into the Anomaly and cutting it off from the Deathwatch. At the time, the station was unmanned, and while the Imperium was loathe to lose a valuable monitoring tool, it considered the station gone and classified it as destroyed. One can imagine the consternation and surprise of all within the Deathwatch when Watch Station CX3119 reappeared in 815.M41. The station's reappearance has provoked great debate amongst the Chamber of Vigilance and the Inquisition. The structure's new location is many light years from where it originally vanished, creating additional speculation on the nature of the Anomaly. Many wish to investigate the station to see what details the station's sensors have recorded during its time within. While the matter is debated, an elaborate system of quarantine beacons has been put in place warning all ships to keep a wide berth of the area.
- Watch Station Iobel - Located deep in the storm-wracked mountain range of Iobel II, Watch Station Iobel is less of a Watch Station and more of a fortress. Its winding halls are carved out of the very mountain itself, and its facilities are large enough to house and train multiple Kill-teams simultaneously. Iobel has acted as the primary launch point for all operations into the Hadex Anomaly, and contains various ancient devices for monitoring and observing the movements of xenos in and around the Warp Rift. Inside the station, the dark halls are all but empty save for a few Chapter Serfs and Servitors and the two Battle-Brothers whose task it was to stay ever vigilant for the rise of whatever unknown threat the desolate planet posed. The Watch Station originally housed no equipment for monitoring the rest of the system it inhabited. From what the Deathwatch could ascertain, its original purpose was to watch over the valleys far below the mountain on which it stands. A grand network of pict-feeds had been assembled and maintained across the surrounding area of the planet, though the images they transmit back to the Watch Station are commonly blurry and distorted from the massive electrical interference within the planet's atmosphere. There was little evidence as to why the architects of the Watch Station desired the barren valleys to be observed. Year after year the pict feeds would return nothing but grey, static images of a barren landscape. Fanciful tales were passed down amongst the Serfs, tales of mechanical horrors that stalked the valleys during the worst of the storms. But this was always dismissed as nothing more than the superstitious legends of mortals. However, there are some Battle-Brothers amongst those who have served at Watch Station Iobel that believe the tales of the Chapter Serfs. Scattered through the archives are different grainy picts, saved from the feeds, that depict looming silhouettes of mechanical spiders, a faint green glow emanating from lines on their bodies through the distortion in the storm. Each time one of these picts was taken, the Battle-Brothers would leave to investigate after the storm subsided, but would find no evidence that any such being ever existed. This has led to the Watch Station getting a strong reputation for ghost stories and tall tales. Since the Achilus Crusade came to the Jericho Reach, Watch Station Iobel has seen a radical transformation. As the Hadex Anomaly expands, it has begun to consume the systems around it. One such lost world housed Watch Station Midael, the closest Deathwatch outpost to the Anomaly. With the loss of Midael, Iobel became the closest, and it began housing all Kill-teams operating in the area. This increase in traffic was far larger than the small tower could possibly house, and as more and more Kill-teams passed through, it became a necessity to expand the Watch Station. Techmarines and Chapter Serfs under the supervision of Harl Greyweaver began construction to enlarge the Watch Station, hollowing out the very mountain it stood on. Intricate networks of passages were carved out, a giant hangar was created, and ancient equipment was shipped in. Within the course of a standard decade, the Watch Station turned from a lonely tower to a veritable Space Marine fortress. Now, the hallways of Watch Station Iobel bustle with activity. Banks of Cogitators process information on xenos activity in and around the Hadex Anomaly, Kill-teams prep for missions, and Ordo Xenos Inquisitors commonly make use of all the facility has to offer. With the explosion of activity within Watch Station Iobel, its original purpose has been pushed to the background, all but forgotten. The network of picters and Cogitators continues to monitor the valleys, but all its fuzzy data is stored away and forgotten. But as the Deathwatch focuses on the Anomaly, something has begun to awaken deep beneath the planet's surface.
- The Iron Bastion - The Iron Bastion is a space-based Watch Station floating through the void in the heart of the Dark Pattern. The station is built into a massive planetoid that is part of a small asteroid belt known as the Kyvoll Belt. This fortification has studied the mysteries of the Dark Pattern for centuries and over time has become the main base of operations for the Dead Cabal throughout the Jericho Reach. The Augur arrays and Cogitation Engines fitted throughout the Iron Bastion are the most powerful anywhere in the Reach. They are capable of studying worlds far and wide in great detail. The Iron Bastion also collates and processes all reports from the Dead Stations in their ongoing analysis of the Dark Pattern. The Iron Bastion differs from many other Watch Stations in that it is constantly manned by at least half a dozen individuals at any given time. This roster rotates frequently, as those assigned here venture out to investigate reports of strange happenings throughout the Jericho Reach. While the Iron Bastion serves as an expanded Watch Station operated by the Dead Cabal, there is a deeper mission that only select members in the Deathwatch know about. This mission is to guard, study, and analyse an artefact that has mystified many of the Imperium's best minds -- the Jovaall Hedron. Discovered on a classified world two standard centuries ago, the Jovaall Hedron has resisted all attempts to unlock its secrets. The only knowledge gleaned from the cube shows that a source of incredible power lies within, and that power has not diminished at all in the centuries that the cube has been in the possession of the Deathwatch. The Hedron is not without danger and some who have investigated it believe it should be destroyed -- if even possible -- or locked away permanently. During an analysis of the Jovaall Hedron, Brother Peregon of the Crimson Fists vanished from a secure chamber while conducting his investigation. Peregon was a Techmarine of unparalleled skill with a long history of unlocking the secrets of xenos artefacts studied by the Deathwatch. The only record recovered of the incident shows a massive burst of energy and light emanating from the cube before all pict-recorders in the vicinity went offline. When other members within the Bastion accessed the room, the Jovaall Hedron sat untouched on a worktable. No sign of Battle-Brother Peregon could be found. Since this incident, all further study of the xenos device has been conducted through remote Servitors and equipment to safeguard against any further loss of life.
- Watch Station Klaha - Klaha has been under attack by factions of the Dark Mechanicus for many years. These fallen servants of the Machine God have come to mine the ores and minerals of the world for use in their war machines. The primary base of operations for the Dark Mechanicus rests atop a highly active volcano they have named Mount Pride, though they have recently established orbital stations above the planet. So far, the dark ones have kept clear of the Watch Station, not wishing to draw too much attention to their activities. They are not aware that the highly advanced sensors of the Watch Station have been monitoring their movements for some time, recording all their comings and goings throughout the Klaha System. The Watch Station has been able to monitor many of the Dark Mechanicus' activities, but there is one major endeavour underway that it has not detected due to the Dark Acolytes' shielding -- a deep drilling project to harness the massive amounts of energy in the planet's core. The Watch Station has detected fluctuations in the planet's electromagnetic field and an increase of seismic activity, but there has been no direct correlation between the two. Seemingly independent of the unexplained phenomena, another distressing development has occurred on Klaha. The Augur arrays of Watch Station Klaha have begun to register massive movements of energy and mass on the far side of the inhospitable world. Movement and numbers are consistent with massing life-forms or xenos migration and herd patterns. As there has been no recorded xenos activity in the Klaha System for nearly three standard centuries, these movements have become a serious topic of debate and speculation among the Battle-Brothers deployed on the Klaha Watch Station.
- Watch Station Midael - Watch Station Midael sits on a Dead World shrouded in metallic grey dust that lies close to the spinward extent of the Chaos-held Charon Worlds. The Watch Station takes the form of a single armoured tower that rises from a spur of rock above one of the world's dust plateaus. Watch Fortress Erioch has not received word from this station in over three standard decades. In truth, it is a dead and lifeless place, inhabited by a lone Deathwatch Battle-Brother, cut off from the outside by the spreading baleful influence of the Charon Stars. For more than thirty Terran years, he has waited for others of the Deathwatch to come and relieve him, standing guard over the thing that is held in the deepest chamber of the tower. Slowly, the Watch Station's Servitors have failed and died, and the tower's systems have become corrupted and atrophied. Every few years, enemy forces come again to claim it. So far, however, they have failed to defeat the lone brother of the Deathwatch who waits within. Outside the tower, the screaming wind howls and the bloody light of the Hadex Anomaly flares ever larger in the cold skies.
- Watch Station Oertha - Watch Station Oertha is a bastion under siege, situated on a semi-arid world within one of the primary warzones of the Canis Salient. The forces of the Tau Expansion believe the planet of Oertha possesses vast resources of fuel and primary material. It has been set in the Tau agenda for some time as a prime candidate for exploitation and colonisation. The world's largely uninhabited status has led the Tau to lay claim to the planet; a claim that is disputed by the Watch Station and the forces within it. Watch Station Oertha is a sprawling and heavily fortified compound that stands concealed in the maze-like ravines of the equatorial Berrick Mountains. In a rare instance of overt and ongoing cooperation between the Achilus Crusade forces and the Deathwatch, Watch Station Oertha has now become the keystone of the efforts to deny the planet to the Tau. Twenty Deathwatch Battle-Brothers, under Watch Commander Codicier Kurita, and fifty allied Space Marines of the Storm WardensChapter have garrisoned the Watch Station, using it as a base from which to launch a campaign of devastating raids against the Tau. So far, these raids have made it all but impossible for the Tau to expand on the planet. As matters stand now, both sides are awaiting reinforcements, and only time will ultimately determine the fate of Oertha.
- Watch Station Phaedas - Not a true Watch Station in the conventional sense, Phaedas is a relic of ages past, an archeotech spacecraft that bears no resemblance to any form of starship or void-station within Imperial records. If the Adeptus Mechanicus knows of Phaedas' provenance, it is not forthcoming about it. Phaedas is largely automated, its myriad Machine Spirits demonstrating sophistication that rivals those of the most ancient and revered of Titans. The vessel -- if it can be defined as such -- seems to operate based on incredibly complex logic paths, turning Augury data into plotted courses, and is even able to travel short distances through the Warp without a Navigator. Phaedas is comparatively small for an object capable of self-sustained travel through the Warp -- massing far less than the smallest Warp-going craft in service to the Imperial Navy or Adeptus Astartes. The station has space only to support ten Astartes, but contains a modest armoury and a supply vault sufficient for standard years of travel without requiring replenishment. It is also equipped with a launch bay loaded with a single Stormraven Gunship and a Drop Pod Bay equipped with a single Drop Pod, either of which is enough to deploy the Kill-team occupying it from orbit swiftly and with precision. Its small size and cunning design allow it to avoid all but the most careful of observers, making it extremely effective at conveying its Kill-team while remaining unnoticed.
- Watch Station Skapula - Skapula is a world under Tau occupation. As a Dead World, there is little of value on the planet from a strategic point of view. The world is known to possess pockets of rare minerals used in a variety of crucial manufacturing processes throughout the Imperium, so the planet has been marked for reclamation by the forces of the Achilus Crusade in due time. The Tau have made a number of attempts to breach the Watch Station, but so far the structure has held. Its sensors are keeping the Deathwatch apprised of the situation on Skapula, which provides the Imperial forces with vital data for the future attack. There are pockets of human nomads on the world who used to work the mines when the world was under Imperial jurisdiction. These have been largely left alone by the Tau thus far, as they likely present little threat to the Tau Empire's interests on Skapula. However, the Tau have been losing warriors on Skapula for the past few solar months. What has happened to these missing Fire Warriors and Pathfinders is unknown, but the number of the missing has been steadily increasing. The Commanders of the Tau forces have kept this quiet, only conferring on the matter with the Ethereal in charge of the forces. Almost all of the soldiers that have vanished disappeared in remote locations while alone or separated from their comrades. All patrols are advised to be especially vigilant while conducting their duties and to look for any suspicious activity. The sensors of the Watch Station have detected intense seismic activity along the equatorial band of Skapula. These geological fluctuations include massive bursts of radiation that flare to life and vanish completely after only twenty to thirty standard seconds. There have been no Tau in the vicinity of these readings.
Deathwatch Organisation
The Deathwatch is organised into small elite companies, much in the style of a Space MarineChapter. Its numbers are not recruited from a single homeworld, however, nor from trusted source planets rich in quality genetic stock. Instead the organisation is comprised of Space Marines from Chapters that have pledged to tithe a portion of their strength to the endless war against the alien. Its ranks number only heroes, and each of them has already proven himself an expert alien hunter even before his training as a Deathwatch operative began.
As the Chamber Militant of the Ordo Xenos, the Deathwatch is tasked with the study and, if necessary, the extermination of dangerous intelligent alien races encountered by the Imperium. They are also tasked with the observation of alien races, and the acquisition of their technology for further study by the Adeptus Mechanicus. This is because the Deathwatch is not merely intended to cleanse xenos cultures from Imperial space. It is also tasked with the recovery and study of alien devices and artefacts. Sometimes it is necessary to use a weapon against the enemy who created it, although this is never done lightly. The Deathwatch is constantly vigilant for sabotage, or to advise if it is truly safe to use a weapon of xenos origin. The Adeptus Mechanicus is always on the lookout for alien technology; for instance, the C'tan Phase Sword, used by the Callidus Assassins, was recovered from a NecronTomb World and successfully integrated into the arsenal of the Imperium.
The Loyalist Space Marine Legions and subsequent Second Founding Successor Chapters were bound by an ancient oath made to the Emperor to provide troops to the Deathwatch. However, particularly amongst some of the more radical Space MarineChapters, this can be a great test of duty, especially for those like the Dark Angels or the Black Templars that see the Inquisition as corrupt and an enemy of the rightful independence and autonomy of the Adeptus Astartes.
Although there is no question of any Chapter or Space Marine failing to fulfill their ancient pledges, Chapters like the Iron Hands, Dark Angels, Space Wolves and Blood Angels have a notoriously strained relationship with the Inquisition. It is not unheard of for radical Ordo XenosInquisitors to find the secondment of Deathwatch troops to their command facilitated by aiding one of these Space Marines Chapters against the political machinations of a puritanical Ordo Hereticus Inquisitor.
Other Chapters such as the Ultramarines, Crimson Fists and Imperial Fists have a far closer relationship with the Inquisition as a whole and the Ordo Xenos itself. Space Marines from these Chapters are more frequently and in greater number inducted into the Deathwatch, although a Kill-team may be made up of any variety of Astartes as the resources of the Ordo Xenos' Chamber Militant are positioned around the galaxy. The Space Marines making up a Deathwatch Kill-team can vary hugely in personal philosophy, culture and custom but are bound together by their loyalty to the Emperor and their zealous hatred of the alien enemies of Mankind. A Space Marine will remain with the Deathwatch until the Inquisitor leading the detachment deems that the necessary tasks have been completed so that he may return to his Chapter with honour.
Structure of the Shield
Almost every Deathwatch base in the Imperium has the same core structure. The Watch Commander -- usually a Watch Master -- is attended by a strategium staff of Librarians, Chaplains and Dreadnoughts, whilst his Techmarines are entrusted with rule of the Armoury, and his Watch Captains with the leadership of four largely independent Kill-teams. Though the greater structure of a Watch Fortress is traditionally kept sacrosanct, the teams under a Watch Captain are flexible in the extreme. In times of war against a transparent threat, some may be specialised towards combating a particular breed or even rank of xenos. This may result in Battle-Brothers moving from one Kill-team to another. It is rare for Kill-teams to be kept cohesive for long, though there are those whose histories have spanned the centuries, forming bonds of brotherhood so strong they are counted amongst the foremost assets of the Chapter.
Whenever one of a Watch Fortress' command staff takes leadership of one of its Killteams, the name is changed accordingly -- for example, when led by Epistolary Galius, Kill-team Tidaeus would become Kill-team Galius for the duration of that mission. All teams can adopt more specialist configurations at the behest of its leader, but when the nature of the enemy is unknown, it is common for Kill-teams to adopt Aquila tactics, a wide-spectrum offensive pattern capable of adapting to overcome any obstacle. At the time of the Ghosar Quintus Anomaly, the team led by famed UltramarinesChaplainOrtan Cassius was arranged in this pattern -- its formal designation was Aquila Kill-team Cassius.
Shield Structure | |||||||||||
Strategium | Watch Commander | Armoury | |||||||||
Watch Companies | ||
Watch Company Primus | Watch Company Secundus | Watch Company Tertius |
Watch Company Quartus | Watch Company Quintus |
Specialist Ranks
The Deathwatch is uniquely organised as a formation of Astartes since the Veteran Space Marines that make it up are drawn from many different Chapters. After being seconded to the Deathwatch, these Astartes are specially trained in small units called Kill-teams to counter xenos threats. They are sworn to serve an open-ended term with the Deathwatch. When they return to their Chapter of origin, the former members of the Deathwatch take their hard-won knowledge with them to share with their Battle-Brothers, as well as supplies of specialist anti-alien weaponry. Specialist ranks and positions within the Deathwatch are very similar to those of Codex Astartes-compliant Chapters with the exception of a few unique specialist positions that are only found in the Deathwatch, including:
- Deathwatch Apothecary - Deathwatch Apothecaries take on a number of additional duties over those performed in their parent Chapter. For starters, they must master the genetic inheritance not only of their own gene-seed, but of a myriad of other Chapters too, so that they might monitor and maintain the Astartes organ implants of all their fellow Space Marines, each of which may be drawn from a different Chapter with a different genetic inheritance. In this matter, Deathwatch Apothecaries occupy a uniquely trusted position. Aside from monitoring the state of the Space Marines' implants and altered transhuman metabolisms, the Apothecaries must also be ever alert to the risk of alien contamination, as Deathwatch Kill-teams often come into contact with numerous xenos species and the bacterial life they contain. The greatest duty that a Deathwatch Apothecary must perform is to recover the gene-seed of a fallen Battle-Brother, so that it may be returned to his parent Chapter, and he may live on through the creation of future generations of Space Marines.
- Deathwatch Assault Marine - Assault Marines are specialists in the brutal art of close quarters combat. They carry a range of weaponry, usually a lethal combination of a pistol and a melee weapon, the most common being the iconic Bolt Pistol and Chainsword. Many choose to take to the battlefield equipped with a Jump Pack, allowing them to close rapidly on their foes, often descending from above in a devastating charge. A Deathwatch Assault Marine is likely to be a warrior who has mastered all of the methods of war, and discovered that he is most skilled at close combat. To serve as an Assault Marine is to go quite literally face-to-face with the most terrible of humanity's foes, and to have pitted wits against the vilest of beasts countless times, and won. When serving in a Deathwatch Kill-team, it is the task of the Assault Marine to close with and engage the enemy in an overwhelming charge. Many of the alien foes the Deathwatch must face are ravening beasts sporting multiple, diamond-hard claws, whipping tentacles, slavering maws or carrying all manner of deadly close combat weaponry.
- Deathwatch Biker - Where the Deathwatch Vanguard Veteran represents the pinpoint application of force, the Deathwatch Biker is a nigh-unstoppable battering ram. A Veteran Battle-Brother at full sprint can break limbs with the weight of his charge, but one hurtling upon the dense tonnage of a Space Marine Attack Bike can plough through an entire battle line, guns blazing and Chainsword juddering until dozens lie slain in his wake. The Bikers of the Deathwatch are excellent shock troopers, especially when several ride to war side by side. When the order for the final charge comes, theirs is a blunt and unsubtle duty -- to smash aside the alien's defences so that the xenos army's throat is exposed for a killing strike. As with many elements of their alien-hunting brotherhood, however, their role is multifaceted.
- Deathwatch Black Shield - Amongst the ranks of the Deathwatch there are anonymous warriors that bear no Chapter mark, their right pauldron showing only featureless black. By ancient tradition, a Space Marine with his heraldry obscured may present himself before a Watch Commander and petition for admittance to the Deathwatch. He may not be questioned or pressed to divulge anything about his origins, all such information having been ritually obliterated by the removal of his Chapter's mark. Should he be accepted, only the silvered skull of the Deathwatch will mark out the allegiance of these so-called, 'Black Shields', who shun the company of other Space Marines until the time of battle is upon them. Such warriors are unique to the Deathwatch and even there, they are regarded as figures of ill-omen.
- Deathwatch Champion - Deathwatch Champions are among the mightiest of the Emperor's Chosen. A Deathwatch Champion fears no alien monstrosity or xenos death machine, his skills and armaments the equal of anything the foe can bring to bear. His coming is an inspiration to his Battle-Brothers and a terror to his enemies, as he is an all-destroying comet blazing across the battlefield in an arc of glory. A Space Marine in the Deathwatch may be elevated to the status of Champion by several means. Most commonly it is bestowed by a Watch Captain in recognition of a mighty feat of arms in battle. However, Deathwatch Champions are also elevated on the strength of their longstanding courage and steadfastness, by the turn of the Emperor's Tarot or by a common acquiescence of their Battle-Brothers.
- Deathwatch Chaplain - Deathwatch Chaplains act in a similar role to those of other Chapters by serving as the spiritual leaders of Battle-Brothers undertaking their Vigil with the Deathwatch. However, the challenges facing a Deathwatch Chaplain are unique. The rigours of serving in the Deathwatch can be sorely vexing for Space Marines accustomed to the rigidly ordered life of their own Chapters. A Deathwatch Chaplain must study extensively during his training. He must know the beliefs and values of a thousand different Chapters and their sometimes contradictory legends of the Primarchs by heart. A Deathwatch Chaplain must become a dedicated scholar of the Primarchs and of Chapter histories originating at the very dawn of the Imperium. Thus, when a Deathwatch Battle-Brother stands at the brink of despair or impotent rage, the Chaplain will know the right liturgies and catechisms to speak, and which Chapter heroes or legendary battles of the past to cite that will inspire the warriors of the present.
- Deathwatch Devastator Marine - Devastator Marines are those Battle-Brothers tasked with manning the heaviest and most powerful of portable weapons. In his parent Chapter, the Devastator Marine might recently have ascended from the 10th Scout Company, and therefore be undertaking a crucial stage in the process of mastering all of the arts of war. In the Deathwatch, however, it is more likely that the Devastator Marine has already served in his parent Chapter as a Devastator, Assault and Tactical Marine, and is returning to the role he most excels in -- the application of overwhelming firepower. In battle, the Deathwatch Devastator Marine carries one of a wide range of heavy weapons, and his role is to provide fire support for the other members of the Kill-team. It is often the case that a concentrated burst of fire from a heavy weapon like a Heavy Bolter or Plasma Gun will force the enemy to seek cover, thus allowing the Kill-team to advance across otherwise perilous ground.
- Deathwatch Dreadnought - Rare as it is for a Space Marine to be revered enough to become an Old One, it is rarer still for a member of the Deathwatch to achieve the same honour. The circumstances of the small unit actions undertaken by Kill-teams often make it impossible to retrieve a fatally injured Battle-Brother and inter them within a Dreadnought's cybernetic life-support sarcophagus in time to be transported to a Watch Fortress. Even if such is achieved, the Space Marine must be worthy and willing to remain with the Deathwatch, effectively renewing their vows to serve with the Long Watch in perpetuity. Finally, permission must be sought and received from the Space Marine's own Chapter that he may remain with the Deathwatch. Should all these difficulties be overcome the sarcophagus of a Deathwatch Old One is placed in a great sepulchre with others of its kind in one of a handful of hidden Watch Fortresses. There the Old One will sleep away the centuries until the Techmarines awaken him to seek his knowledge or send him into battle once more.
- Deathwatch Epistolary - Often, the lowest-ranked Librarians, known as Lexicaniums, most commonly undertake a Vigil within the Deathwatch. It is rare, but not unknown, for individuals to unlock psychic powers through their experiences during their Vigil that raise them to the rank of Codicier or even Epistolary while still in the Watch. Other Librarians return to the Deathwatch later in their lives in response to a personal request from the Watch Commander, to finish some matter first unearthed in their formative years or simply because they have come to believe the threat of the alien deserves special attention. Such renowned individuals hold a high rank within the Deathwatch and are liable to be consulted on all major undertakings.
- Deathwatch 1st Company Veteran - The Deathwatch is not formally divided into separate companies as are other Space Marine Chapters. The basic tactical unit of the Kill-team is the only set organisation used and individual Kill-teams can often change their composition from mission to mission as ordered by the Watch Captain in command of them. Nonetheless, there are 1st Company Veterans to be found in the ranks of the Deathwatch, expert warriors who have come to perform their Vigil and bring their considerable prowess to the service of the Watch. More rarely a Space Marine will win such renown within the Deathwatch that he is accorded the rank and privileges of a 1st Company Veteran in recognition for his zeal and purity during his Vigil. When the Battle-Brother returns to his Chapter, it is rare for his Chapter Master not to acknowledge this honour, inducting him into the 1st Company, or that Chapter's equivalent, at the first opportunity.
- Deathwatch Forge Master - A Techmarine who wins sufficient renown may eventually be raised to the honoured rank of Forge Master within the Deathwatch. A Forge Master oversees the manufacture and maintenance of Deathwatch armaments of all kinds in a particular Watch Fortress. A Forge Master must also deal with all manner of xenotech captured by Kill-teams on their missions, studying, categorising and determining its potential value or threat. A Forge Master is commonly a close confidante of the Watch Commander and acts as central cog in the functioning of the whole Watch Fortress and its associated Kill-teams. Whether in a Watch Fortress or out on a mission, the Forge Master's position is one of the gravest responsibility, for Kill-teams rely on the quality of the Forge Master's work in environments where a single faulty bolt round or inoperable Vox receiver could spell disaster.
- Deathwatch Keeper - A Deathwatch Keeper is a Veteran Space Marine and extremely capable warrior with many long standard years of service. Keepers are often equipped with ceremonial weapons and armour to make their status clear to all. They are often armed with tall powered glaives, double-handed Chainblades or even incredibly ancient Las-lances. Richly embroidered robes cover their armour, save for their helmet and shoulder guards. Their helmets bear the Imperial Aquila or the icon of the Deathwatch, cunningly wrought into their faceplates. Beneath their robes their Power Armour is of the earliest and most hallowed marks, hailing from the days of the Great Crusade. Keepers appear most prominently on Watch Fortresses where their imposing figures bar entry to areas placed off-limits to ordinary Battle-Brothers, and stand sentinel over the captured xenos imprisoned within their walls. Even an Inquisitor may not pass a Keeper without special remit from the Watch Commander. Keepers occupy positions of the most solemn trust as guardians of the sacred and the most profane objects in the care of the Deathwatch. They fulfil sacred duties that in other Chapters would more commonly be undertaken by Librarians, Apothecaries or Techmarines, but amongst the ranks of the Deathwatch such specialists are too few and their tasks too many for this to be practical. Instead these burdens are undertaken by Battle-Brothers who have served the Watch across many decades' Vigils. Keepers are entrusted with all manner of things important to the Deathwatch -- everything from alien prisoners to the starships carrying Kill-teams across the void.
- Deathwatch Kill-marine - A Deathwatch Kill-marine is a specially trained Battle-Brother, skilled in solo operations, who is sent to investigate and exterminate where possible or to call in backup where it is truly needed. Not every xenos-related threat demands the full deployment of a Kill-team, but many seemingly inconsequential incidents can be harbingers of a greater threat that would be unwise to ignore. Under these circumstances, a Watch Captain will deploy these lone Kill-marines to carry out their sacred duty. Scout Sergeants often make superlative Deathwatch Kill-marines with little additional training but these specialists are drawn from all the ranks of the Deathwatch as needed. A certain independence of thought and great personal strength of spirit are in many ways more important than exceptional stealth skills for a Kill-marine, for they must possess the right temperament to operate for long periods of time cut off from their kind and from their Chapter. Kill-marines spend time living alongside those they must ultimately defend, sharing their trials and seeing the world through their eyes.
- Deathwatch Librarian - Librarians are those Space Marines born as psykers, able to wield the powers of the Warp against the foes of Mankind. Most of the Librarians called to serve in the Deathwatch hold the rank of Lexicanium, the most junior of the four ranks of the Space Marines' battlefield psykers. They are nonetheless warriors of fearsome ability and renown. However, a small number of higher-ranked Librarians do serve -- the most senior become the Watch Commanders' most valued counsellors. Within their own Chapters, Librarians may have different titles and unique methods of utilising their powers. Librarians fulfil a number of roles within the Deathwatch. Chief amongst them is that of the combat psyker. Librarians are also the guardians of the secrets of the Deathwatch. Within each Watch Fortress is to be found the sealed Vault which stores weapons and relics too dangerous to be allowed to fall into the hands of Mankind's enemies. Also within the Vault is an archive of forbidden knowledge. Not even the Watch Commander has access to these archives -- only the Librarians are entrusted with their access codes, and only they are judged strong enough to withstand the sanity-shattering secrets sealed within.
- Deathwatch Tactical Marine - Tactical Marines are the most numerous of Space Marine warriors, and as their name suggests they are equipped and trained to fulfil the widest range of battlefield roles. Armed with the iconic Bolter, Tactical Marines provide the bulk of the Kill-team's firepower, which they are able to lay down in a devastating fusillade even as they advance implacably towards their objective. Most Battle-Brothers taking up service in the Deathwatch have advanced to the position of Tactical Marine in their parent Chapters, and so are Veteran warriors well versed in the many disciplines of war. Truly, there are very few enemies that the Tactical Marine has not encountered and defeated, and no battlefield holds any terror for him.
- Deathwatch Techmarine - Techmarines are highly valued for the important role that they perform in the Deathwatch. Their skills in the operation of machines and techno-arcana are an asset to the day-to-day operations of the Watch Fortresses and the advanced technology the Deathwatch has access to within its Vaults at the heart of each Watch Fortress. These weapons and items of equipment are known to be more exotic than even the rare Conversion Beamer. Many are unique, and all are sealed within the Vault at the heart of each Watch Fortress. Just as the Librarian has exclusive access to the reams of forbidden knowledge in each of these archives, so the Deathwatch Techmarine keeps his portion of the Vault sealed to all but his fellow Techmarines. There are weapons kept within the Vault the likes of which are thought to be unique in the galaxy, their secrets impenetrable even to the highest-ranking Tech-priests of Mars.
- Deathwatch Vanguard Veteran - The Veteran Assault Marines sent to the Deathwatch are melee experts beyond compare. Many have put down looming alien monstrosities with no more than a Combat Knife and gut instinct. Once seconded to a Watch Fortress, these killers are armed with a profusion of weaponry and equipped with a comprehensive knowledge of alien anatomies that makes them hideously effective. Where a marksman of the Sternguard has to anticipate his target's movements to make the killing shot, the Vanguard face the xenos beast face-to-face, and more often than not their blades find their mark with unerring precision.
- Deathwatch Watch Captain - Astartes company Captains are superb leaders with a depth of experience excelled only by the Chapter Master himself. A Chapter's Captains are inducted into the greatest secrets and mysteries of their order with the most binding and terrible oaths and when it is time for a new Chapter Master to be chosen he will most likely be elevated from amongst their ranks. When the time comes and they are nominated to be seconded to the Deathwatch, these Captains dutifully set aside their own desires to remain with their company and undertake their Vigil with humility. The Deathwatch traditionally extends the rank of Captain to a Space Marine company commander during their Vigil, but most Captains entering the Watch refuse to accept such a lofty position until they have earned it. Thus, the scarred hero of a thousand battles will accept a role in a Kill-team as a simple Battle–Brother under the command of an individual several centuries his junior until he feels he has learned the ropes. Deathwatch Watch Captains are also raised from Battle-Brothers who have served in the ranks of the Kill-teams with great distinction and undertaken many Vigils in the Watch. A particularly skilled xenos-hunter may be called to duty with the Deathwatch repeatedly. Eventually such a renowned Battle-Brother may be afforded the honour of assuming the rank of Watch Captain and leading the Kill-teams he has fought as a part of for so long.
- Deathwatch Watch Commander - Watch Commanders are the senior-ranking Astartes within the Deathwatch and serve as the commanders of a Deathwatch Watch Fortress or other Deathwatch headquarters installation. Their role is equivalent to that of a Chapter Master of a Space MarineChapter, save that there are many of them scattered across the galaxy in the myriad Watch Fortresses of the Deathwatch. They are the finest warriors at the very pinnacle of their abilities, for their tactical acumen and uncanny skill at combating the alien is nearly unsurpassed within the Adeptus Astartes. The knowledge and experience a Watch Commander has gained through standard centuries of combat, against the various xenos threats from his time spent throughout the ranks of the Deathwatch, have taught him valuable lessons in the art of war, trained him in the various facets of military strategy and honed his martial instincts to a level nearly unmatched even by the other elite xenos-hunters of the Deathwatch. A Watch Commander acts with authority as he sees fit, according to his own counsel and judgment, answerable to no one except his fellow Watch Commanders, the Inquisition and the Emperor of Mankind Himself.
- Master of the Hunt - Over the centuries since its founding, the Hunting Grounds of Watch Fortress Erioch have always been overseen by a Master of the Hunt. Always bestowed on a senior Deathwatch Space Marine with vast experience in both the hunting of xenos and the training of Space Marines, the title of Master of the Hunt is as unique to the Jericho Reach as the Hunting Grounds they oversee. Often extremely old, even by the standards of long-lived Astartes, and typically heavily scarred by centuries of service, each of these Veterans has overseen the daily operation of the Hunting Grounds during the decades of their stewardship. They are responsible for maintaining the facility and keeping it stocked with xenos specimens, and work closely with the fortress' Forge Master to keep the numerous arcane mechanisms found within the complex operating.
The Inquisition and the Adeptus Astartes
For over ten standard millennia, the Chapters of the Adeptus Astartes have waged unending war in the name of the Emperor. Largely left to their own devices, the Space Marines are not accustomed to answering to others in matters of war. Chapter Masters are some of the greatest human leaders in the galaxy and their decisions affect the lives of billions. So when the Inquisition arrives in a warzone or other engagement and begins making demands, it may draw the ire of the Space Marines.
While most Astartes recognise -- and even appreciate -- the role that the Inquisition plays in the Imperium, there are other Chapters that are distrustful of the shadowy organisation. Anti-authoritarian Chapters such as the Space Wolves have reservations about any group wielding such unchecked power. Other Space Marines may have issues stemming from personal experiences with particular Inquisitors and decisions they did not agree with.
Ordo Xenos
The Ordo Xenos is the arm of the Inquisition tasked with defeating the alien in all its forms, and as such it is counted amongst the Deathwatch's foremost allies, as the Deathwatch serves as its official Chamber Militant. The two organisations frequently work side by side, both on the battlefield and in the strategium. There have been times when a Watch Fortress' commander has been not a Space Marine, but a Lord Inquisitor -- and conversely times when the esoteric forces of the Inquisition have been led by a Battle-Brother of the Deathwatch.
The two organisations do not always see eye to eye. Inquisitors are accorded a great deal of autonomy, and the more Radical members of their order have been known to treat with the alien or even to use xenos weaponry in order to defeat a greater threat. The extreme reaction this engenders in the Deathwatch, which is by nature of a more Puritan bent, has led to bloodshed on more than one occasion.
While the Deathwatch is not directly under the command of the Ordo Xenos, it has close ties with that mysterious body and it is the Inquisition that identifies many of the targets and missions for it to undertake. Some Kill-teams may question the urgency of a mission to recover a minor xenos when a Tyranid threat looms in the Jericho Reach. Many Space Marines often feel that Inquisitors pursue their own agendas over the safety of civilians and this brings them into conflict.
If a Kill-team undertakes a mission to bring down a rogue Inquisitor, then the situation has been deemed especially dire. The Inquisition is loath to let anyone -- even the Deathwatch -- know of such a transgression. Any reports of such a mission would be encoded in the highest levels of security and all involved would undertake additional oaths of secrecy.
Deathwatch Recruitment
The ancient oaths that the Adeptus Astartes have undertaken to the Inquisition guarantees that their warriors will be seconded to the Deathwatch. This tenure provides valuable warriors to serve in Kill-teams throughout the galaxy. But the reasons why individual Chapters will send certain Space Marines to serve the Deathwatch can vary. When the call to send Battle-Brothers to the Deathwatch comes, most Chapters select their finest warriors to represent them. The ancient oaths sworn to support the Inquisition and the Deathwatch are taken seriously and any success that a Space Marine displays while serving the Long Watch will be reflected back on their Chapter. These revered champions of the Chapter seek out glory and honour by exemplary service on all missions they participate in. These Astartes are very eager to be part of the Deathwatch and serve the Emperor in this manner.
Should a Battle-Brother consistently excel in the slaughter of the alien, he will invariably come to the notice of the officers of his Chapter. Most commonly it is the Captain of his company that vouches for his expertise as an alien hunter, his Apothecary that attests to his impeccable physical ability, and his Chaplain that weighs his strength of character and the sanctity of his soul. If all three officers are in agreement, the Chapter Master is consulted, and with his approval the potential recruit's fate is set. Though it may be years until he is called upon to join the Long Vigil, he will become one of the most specialised of all the Imperium's defenders, every waking hour given over to a single overarching goal -- the eradication of the xenos foe.
Most of the Chapters in the Imperium will despatch a Battle-Brother chosen to join the Deathwatch after a ceremony to mark his departure. The Ultramarines gather as much of the relevant company's strength as possible, saluting their departing comrade as he boards the black-hulled Thunderhawk that will take him to his new life. The Dark AngelsChapter sends him on his way under an oath of secrecy, reminding him that he must never speak of hidden truths. Regardless of Chapter, the occasion is a solemn one. All know in their hearts they will likely never see their brother again -- he will join the front line in the war against the alien as a martyr to the cause. In recognition of his likely fate, the Initiate's armour is painted jet black.
Once a Space Marine has completed his Deathwatch training, any former rank he may have held is put aside, and he is assigned to a squad known as a Kill-team. Each of these groups is a band of disparate Battle-Brothers taken from as many as ten different Chapters, all of whom have their own cultures, specialities and insights into the arts of war. This can lead to friction and rivalry as personalities clash and spark against one another, but the members of the team share the same core ideals, and have sworn the same vows -- to defend Mankind no matter the cost.
Upon arrival at the Watch Fortress that will become his new home, the Deathwatch recruit will begin a punishing regime of physical and mental conditioning that takes him to the peak of efficacy. He may have faced dozens, even hundreds of alien species in his former life, but thousands more haunt the dark reaches of the galaxy. Through a gruelling course of hypno-indoctrination, the recruit's subconscious mind is filled with every detail the Deathwatch has gleaned about the nature of its xenos nemeses.
It is unusual, though not unheard of, for some Battle-Brothers to come to regard the Deathwatch as their true home. Though they continue honouring their original Chapter and its traditions during their Vigil, they become ever more bound to those of the Deathwatch. Those that do find a permanent home on a Watch Station inevitably struggle against a gnawing sense of abandonment and guilt, existing fully in neither Chapter and only able to draw spiritual sustenance from the companionship of their fellow Kill-team members.
For some Chapters, tenure in the Deathwatch can be a time for an Astartes to atone for some transgression committed against the Chapter or its ways. The type of infraction varies from Chapter to Chapter. For those who are strict adherents to the Codex Astartes, simple deviation from the tenets in the sacred text are enough to have a Battle-Brother fall under the unforgiving eye of his superiors. Amongst other Chapters, the infraction is usually much more severe to warrant any sort of sanction. A Space Marine who has been deemed lacking by his superiors has a shadow cast upon him that he must exorcise. Any question of a Battle-Brother's ability to carry out his duty brings undo scrutiny upon him and those he serves with. These doubts will linger and fester until he is able to redeem himself in the eyes of the Chapter. This redemption can take the form of Imperial Crusades, quests, and other heroic endeavours. This can also take the form of an extended secondment to the Deathwatch.
If a Battle-Brother has been sent to the Deathwatch as a means of atonement, then that is usually kept quiet from all but the Chapter's leadership and the Space Marine in question. Since serving in the Deathwatch is fraught with peril, this is seen as a perfect way to atone in service to the Emperor. The Space Marine will keep his past transgressions closely guarded from his new squad-mates in a Kill-team; if they were aware of these factors then they would surely look at him with suspicion.
Deathwatch Veterans
Even among the mighty Space Marine Chapters, those warriors who live long enough to earn the title of Veteran are uncommon, many falling on the battlefield after only years or decades of service against overwhelming odds. Unlike the Imperial Guard or the Imperial Navy, where a man might be considered a veteran if he survives his first taste of combat or earns a campaign ribbon, a Space Marine's Veteran status only comes after genuine achievement, and then only at the end of long years of bloodshed and hard-won victory. The Deathwatch is no different, and those Battle-Brothers who spend their years of secondment fighting the xenos foes of the Emperor are only considered to be doing their duty. Mere survival is not enough for a Space Marine; as the Emperor's favoured sons and chosen warriors, they are expected to acquit themselves well in combat, their foes are expected to die upon their bolt shells and Chainblades, and the honour they earn is the honour of their Chapter. To be considered a Veteran of the Deathwatch, a Battle-Brother must accomplish great and glorious things, and mark himself out as a true instrument of war, above and beyond even the transhuman capability of the Adeptus Astartes.
Web of Loyalties
It is the duty of all Astartes to serve the Emperor and fight for the Imperium against its many foes, but where a Battle-Brother stands in the great chain of command can become unclear once he has spent years serving the Deathwatch. Ostensibly, while serving in the Deathwatch in the Jericho Reach, a Battle-Brother serves the Watch Commander and the Chamber Vigilant, which can include the influence of the Inquisitors of the Ordo Xenos. However, at the same time, he retains his loyalties to his own Chapter and Chapter Master, while retaining any rank he might have had previously, even though he is no longer under the command of his company or squad commanders. As time passes and the Battle-Brother spends more time in the service of the Deathwatch, many of these ties change, either weakening or strengthening, and his loyalty can shift to encompass the members of his Kill-team while his duty to the Emperor and the Imperium becomes broader and less restricted by the specific teachings of his Chapter. This is especially true once he is exposed to the ideas and doctrines of his Kill-team members and they have survived many harrowing battles together.
It is even possible, though rare, that, after long standard years of service, a Veteran Battle-Brother can find that this loyalty narrows until he sees himself as a member of the Deathwatch first, and part of his Chapter second. While the Battle-Brother will always retain a deep connection to his Chapter, long periods of service to the Deathwatch and the secret knowledge he gains about the enemies of the Imperium can make him see his true place as part of a Kill-team. His Chapter Master and his Chapter Battle-Brothers might understand and respect why he would choose to fight for the Deathwatch rather than his own Chapter if they know anything of the nature of the Deathwatch's mission, though it is more likely it will be seen only as divided loyalty. In either case, the chain of command can become blurred for such a Deathwatch Veteran, as the influence of his Chapter recedes and he focuses his efforts against the enemies of the Deathwatch.
A Taste for War
Members of the Deathwatch are often exposed to threats and foes they would not have encountered had they remained within the ranks of their Chapter. While a Battle-Brother fighting as part of his home Chapter will doubtless see years of bloody and terrible combat, he usually does so shoulder to shoulder with his company, supported by Predator AFVs and Rhino APCs, heavy weapon platforms and orbital overwatch. By contrast, while a Deathwatch Kill-team has access to some of the most remarkable technology in the Imperium of Man, they can never rely on having such luxuries in combat, often standing alone against whatever dangers they might face. Added to the fact that a Kill-team is only a handful of Space Marines, the foes they face can be more dangerous and exotic, such as powerful alien commanders and unspeakable xenos horrors. In a few short years serving in the Deathwatch, a Battle-Brother will have faced down and defeated countless alien and Heretic foes, often in close personal combat with only the strength of his Kill-team to back him up. It is little wonder, then, that many Battle-Brothers who are seconded to the Deathwatch rise to the ranks of Veterans as the experiences they accrue and missions they complete give them a wider sense of the terrible struggle the Imperium faces every day and the multitude of hidden foes arrayed against it. In time, this evolution of their skills and knowledge will set them apart from their original Chapters and forge them into something uniquely adapted to fighting and killing xenos.
Thus a Deathwatch Veteran is a Battle-Brother who has not simply spent years serving in the Deathwatch, or one who has formed a bond with brothers from other Chapters. Rather he is one who has adapted to the service of the Deathwatch and the special missions and foes with which it must deal. Indoctrinated by the unbreakable bonds to his Chapter and his sense of duty to his Chapter Master, no Battle-Brother ever leaves these loyalties behind, but instead adds to them, becomes more dedicated to the cause of the Imperium, whether it is through the orders of his Watch Commander or his own personal focus. Not all Battle-Brothers are suited to long periods of secondment to the Deathwatch, many simply doing their duty before returning to their own Chapter. However, those that adapt to the way the Deathwatch functions, and those able to balance the teachings of their Chapter with the autonomy and independence required of a Kill-team become valued additions to the Deathwatch. The Deathwatch values these kinds of Battle-Brothers and is active in developing their skills and abilities, creating Kill-teams that can undertake the most hazardous of missions with a chance of success. Equally, Chapter Masters honour those Battle-Brothers who have acquitted themselves well in the Deathwatch and respect the skills they have mastered.
Over years of hazardous missions and combat, the members of a Kill-team will learn to rely heavily on each other, something which is evident after even a few missions among those newly seconded to the Deathwatch, but which becomes far more pronounced in Deathwatch veterans. Combined with missions that will see the Kill-team operate against some of the worst foes the Jericho Reach has to offer, and often without support from any kind of Imperial aid for weeks, months, or even longer, this creates a powerful autonomous fighting unit. Even in such circumstances, the Deathwatch can still rely on these Veteran Battle-Brothers to live up to their duty to the Chapter and their duty to the Emperor, where Imperial Guard specialists given such operational freedom often become increasingly difficult to command or direct. Such skill and resolve is the mark of a true Deathwatch veteran and Kill-team, Battle-Brothers of such focus and temper that no task remains beyond them regardless of the odds they might face or the enemies which rise up to meet them.
A New Brotherhood
Deathwatch Veterans are also unique among the Adeptus Astartes as one of the few groups in which true alliances can form between Battle-Brothers of different Chapters. Space Marines who might have little love for one another and only work together grudgingly can, as part of a Kill-team, over time, form bonds stronger than even those they share with their Chapter. Living lives of stark seclusion broken only by fierce combat, most Battle-Brothers come to the Deathwatch only knowing their own kind, having only encountered those different from themselves on the field of battle or from dim half remembered memories of their lives before their initiation into the Chapter. Suddenly, they are presented with a variety of different opinions, cultures, and appearances, most of which run counter to what they have learned from their Chapter's Battle-Brothers. While all the members of their Kill-team might share a similar duty to the Emperor and a faith in the Imperium of Man, even minor differences can be troubling. This is even truer of combat doctrine and tactical creed, a subject close to the core of every Space Marine. Many Battle-Brothers will never completely accept the other members of their Kill-team for these reasons and will return to their Chapter with stories of the strange practises of the other Space Marines. Those that become Deathwatch Veterans, however, inevitably adapt to these differences, the better to function as part of their Kill-team.
A Brotherhood Apart
It is a double-edged blade that Deathwatch Veterans, while valued and skilled members of the Deathwatch, might grow apart from their own Chapter. Battle-Brothers accept the honour of secondment without question or complaint even though it means leaving their place within their own Chapter and giving up their place beside Battle-Brothers who have become close companions from many battles. Such is the honour of a secondment that both Chapter Master and Chapter usually only afford it to proven Space Marines, even though it can mean losing such a valued asset to the Deathwatch for standard years. For the chosen Battle-Brother, leaving his own Chapter behind can be a burden, even though he understands why he has been chosen and is honoured by the chance to prove his worth alongside others of the Adeptus Astartes within the Deathwatch. Even so, the gulf between Deathwatch and the Chapters of the Adeptus Astartes can create a wide variety of Battle-Brothers, changed in small ways by their crossing. Some might come to the Deathwatch eager to prove the superiority of their Chapter, or the strength of their traditions, while others remain resistant to their Kill-team, remaining reserved and restrained, doing their duty as dictated by honour and ancient covenant but little more.
In one way or another, all Battle-Brothers conform to this new brotherhood, finding their place within the Deathwatch and seeking out their duty to both Emperor and Imperium. A Kill-team is only as strong as its weakest member, and its real strength lies in the bonds of brotherhood it can foster between its Battle-Brothers. So when a Battle-Brother comes to the Deathwatch harbouring distrust of other Chapters, or tries to impose his own ideals on other Battle-Brothers, the Kill-team will suffer. However, Space Marines are superhuman warriors and even these weakest of Kill-teams are stronger than the most veteran of Imperial Guard squads or elite Stormtrooper unit could hope to be. This means that for many Battle-Brothers their time in the Deathwatch will pass with honour as they complete their duty, though they never truly overcome the divisions within their Kill-team. Deathwatch veterans are made up mostly of those Battle-Brothers who have overcome these differences, or embraced them and turned them to their advantage. They are the Battle-Brothers which have changed to meet the challenges of the Deathwatch, and created something more within their Kill-team than the sum of its parts.
Chapter Rivalries
The recruitment processes for the Chapters of the Adeptus Astartes are as varied as the iconography on their Power Armour. Some recruit exclusively from the lands of their homeworld while other Chapters utilise a wide swathe of planets for finding new Battle-Brothers, drawing from worlds scattered throughout the Chapter's dominion. No matter where the Initiates are recruited from, one thing remains the same -- the new Space Marine will undergo a long, rigorous series of challenges and trials before he is fully one of the Emperor's finest. It is through these tests and trials that the bonds of brotherhood are first forged for the Space Marines. The time spent learning the beliefs and battle doctrines of their Chapter shapes the mind-set of the Battle-Brothers and how they view their duty to the Imperium and Chapter. These fundamental beliefs are so strongly ingrained into a Battle-Brother that they can bring him into conflict with other Imperial servants who have a different world view than the Chapter. These are the challenges all members of the Deathwatch must overcome if they are to serve their ancient oaths successfully.
When a Chapter sends one of its Brothers off to serve the Deathwatch, it can be something of a culture shock to the Space Marine in question. Everyone expects a Space Marine to follow whatever orders he is given, but behind the armour is more than an automaton. A Battle-Brother's training and beliefs are deeply ingrained, even part of his genetic make-up, so coming to grips with his new role in the Deathwatch can be very trying -- not that an Astartes would ever let that be known.
Becoming part of a new squad under the auspices of the Deathwatch organisation creates many new challenges for an inductee. First of these trials is determining his role amongst his new squad-mates. He must learn how to fight alongside these new Battle-Brothers who each bring their own battle tactics and methods to the unit. In many instances these strategies may directly contradict his own way of waging war. For someone who has fought a certain way for a long time (in some instances a standard century or more), adapting is no small feat.
Unfortunately, the greatest fighting force of Mankind -- the Space Marines -- possesses a long history of distrust, enmity, and open warfare with their brethren, and that is only including the Loyalist Chapters. For over ten thousand standard years, the Adeptus Astartes have fought alongside and against other Space Marines in countless battles. The Great Crusade set the stage for many of the most memorable feuds. During that time, each Legion of Space Marines tried to outdo its brothers in bringing glory to the fledgling Imperium. Fighting side-by-side, the original Space Marine Legions often came to blows over the best way to reclaim a planet that had fallen away from the Emperor's light. These feuds still exist into the present, and can become a grist for problems between members of a Deathwatch Kill-team who hail from feuding Chapters. Among the worst of the currently existing feuds between Loyalist Chapters are the following:
- Dark Angels vs. Space Wolves - One of the most famous rivalries in the Imperium, the tension between these two Chapters dates back to the time of the Great Crusade and the brawls that their Primarchs -- Lion El'Jonson and Leman Russ -- would engage in. While the two Chapters may not always get along, they actually possess a great deal of respect for one another and this rivalry is closer to competing brothers than anything else. The feud also extends to the Unforgiven Successor Chapters of the Dark Angels and any Space Wolves they may serve with in the Deathwatch.
- White Scars vs. Raven Guard - The tension between members of these two Chapters is darker and deeper than a friendly competition between allies. A Raven Guard views the White Scars with suspicion and open contempt in many instances, due to what he believes are failures to aid one another in times of need dating all the way back to the Horus Heresy. This can provide for interesting interactions between members of a Kill-team with Astartes seconded from these Chapters as their new bonds of service to the Deathwatch and its sacred mission overwrite the troubles of the past.
- Space Wolves vs. Blood Ravens - The Space Wolves have a long history, dating back to the Great Crusade and the Edicts of Nikaea, of distrusting what they view as sorcery, and the highly psychic Blood Ravens Chapter has drawn their ire on more than one occasion. During the Battle of Praximil VIII, the Blood Ravens' reliance on Librarian intervention to oust the psyker leader of the Renegades entrenched there sent their Space Wolves allies into a fury. The Wolf Lord who fought at their side believed the use of psychic tactics to be dishonourable and he made this known to the Blood Ravens' Force Commander with a well-placed punch.
- Storm Wardens vs. Blood Angels - On the Night World of Etrimma, a small Blood Angels force had fought a prolonged campaign against a force of Dark Eldar raiders who were intent on securing the ancient ruins of the world for their own dark purposes. As the tide turned against the Blood Angels, a Storm Wardens' Strike Cruiser arrived on the scene to render aid. Without a word, hundreds of Storm Wardens descended on the battlefield and routed the Dark Eldar in a matter of solar hours. The overly proud Blood Angel Captain did not take kindly to this unwelcome intervention. He was convinced that he could have handled matters himself and that his warriors were more than capable of dealing with the xenos threat on their own. For the Blood Angels who fought in this encounter and the brethren they shared the tale with, the Storm Wardens will always be viewed as unwelcome meddlers.
- Iron Hands vs. Ultramarines - A highly regimented Ultramarine values strict adherence to the Codex Astartes above all else. While the Iron Hands may structure their Chapter after the basic tenets of the Codex, they care little for the views of others and do not place much stock in the Ultramarines' complaints against their lack of orthodoxy, preferring to let their long record of service to the Imperium speak for itself. The Ultramarines particularly dislike the Iron Hands' obsession with replacing the organic portions of their bodies with augmetics, viewing it as tantamount to heresy and the result of a real flaw in the Iron Hands' gene-seed.
Deathwatch Combat Doctrine
Deathwatch Space Marines will usually operate in individual Tactical Squads, known as a Kill-teams. Each Kill-team is led by an Inquisitor, |Watch Captain or Librarian. Their missions range from those undertaken alone and without support to accomplish their goals with minimal combat engagement to outright battle while re-enforcing allied forces like the Imperial Guard, Sisters of Battle or other Space Marine Chapters against alien incursions.
The highly perilous and vital nature of their missions means that Deathwatch Kill-Teams have access to exceedingly rare or advanced Imperial equipment, such as Heavy Bolter Gyro Suspensors, M.40 Targeters, and numerous types of specialist ammunition, such as the fragmentation Metal Storm shells or the high-powered Kraken penetrator bolts. If the situation offers no alternative, they will utilise advanced alien weaponry and equipment to accomplish their mission. The Deathwatch often utilises unconventional means of insertion, such as teleportation, high altitude grav-chute drops and Demiurg Termite tanks.
Sometimes, the situation may be more than even a dozen elite Space Marines can handle, and because of this, Deathwatch Space Marines are able to freely requisition any and all Imperial forces they deem necessary to complete their task, from individual Brother Space Marines of other Chapters to entire regiments of the Imperial Guard. A member of the Deathwatch speaks with the full authority of the Inquisition and also possess the unlimited (in theory) authority of that organisation and its servants.
Notable Deathwatch Astartes
Watch Commanders / Watch Masters
- Asger Warfist, Wolf Lord of the Space Wolves, first Chapter Master of the Deathwatch - Asger Warfist was a Wolf Lord in the Space WolvesChapter in the mid-32nd Millennium when the Ork forces of The Beast invaded the Imperium. He took part in his Chapter's battle against the Orks when they invaded an Imperial star system near the Eye of Terror and he later successfully led his Great Company in defending the Industrial Moon of Fabrikk when it was assaulted by the Greenskins. Afterward, he was commanded by his Great Wolf to travel to Terra, after the Space Wolves received word that their aid was requested for a strikeforce needed to attack the world of Ullanor Prime, which was discovered to be the origin point of The Beast's invasion force. Warfist later appeared before Lord Commander of the ImperiumKoorland as part of his Chapter's taskforce sent to defend Terra. He reluctantly tolerated the presence of the Dark Angels, his Chapter's traditional rival, and took part in the first Imperial invasion of The Beast's homeworld of Ullanor Prime. Warfist became one of the first members of the Deathwatch after it was reluctantly created by the High Lords of Terra and took part in the destruction of the Attack Moon over Terra. Shortly before the second invasion of Ullanor that sought to once again slay The Beast, Lord Commander Koorland made Asger Warfist the first Chapter Master of the Deathwatch. Warfist fought alongside Koorland as the Lord Commander died against the second Beast-sized Warlord that revealed himself. During the third Imperial invasion of Ullanor Prime, Asger Warfist commanded one of the five Imperial attack groups. It is not known if Warfist's rank of Chapter Master still exists within the Deathwatch or was simply an early term for what became the position of 'Watch Commander.'
- Mordigael, Watch Commander and Master of the Vigil of Watch Fortress Erioch - Watch Commander Mordigael is a quick and decisive commander of men with a natural charisma bound to a terrifying skill in battle. A Blood Angel by origin, Mordigael is a paragon of the qualities and traditions of his Chapter. His features are sharp and handsome, as if cut from the pale stone statue of an Imperial Saint, while his eyes burn with almost feverish intensity. He delights in the perfection of all his undertakings, from practice in the martial disciplines to the contemplation on the future implications of all things of note that bear on his sacred duty. For over five Terran centuries, Mordigael has served his Emperor and his Chapter; on three occasions, he has taken up the duty of serving in the Deathwatch. One of these past terms of service was in the Jericho Reach itself. Mordigael's current Vigil in the late 41st Millennium has lasted over five solar decades, and has seen him achieve the honour of being named Master of the Vigil of Watch Fortress Erioch a little more than a decade ago. During this time, Mordigael has seen things change within the Jericho Reach; the implications of the opening of the Warp Gate to the Calixis Sector have affected everything. The launching of the Achilus Crusade concerns him greatly, as he sees the possibility of a greater disaster being created from a war prosecuted through ignorance and arrogance. He sees the encroaching threat of the Tyranids in much the same light, quite apart from the terrible danger they represent in themselves. On more than one occasion, the Master of the Vigil has had to remind Lord MilitantTetrarchus that the Deathwatch is not beholden to the needs of his Crusade.
Watch Captains
- Artemis, Captain of the Mortifactors - Artemis has the uncanny ability to sense and recognise alien incursions and influence on Imperial individuals and locations. He was originally a Battle-Brother of the MortifactorsChapter but was brought into the Deathwatch to put his unusual abilities to use. Artemis commanded several Deathwatch Kill-teams against the K'nib in the Donorian Sector. This was done at the request of the Imperial Guard's Kaslon Regiment. Artemis personally slew the K'nib Alcayde and ended their attack upon Imperial space, even though the credit was given to the Kaslon Regiment. He is quoted as saying: 'Do not ask, 'Why kill the alien?' rather, ask, 'Why not?' He wields a Space Marine Bolter, a Power Sword, an assortment of grenades, and his Power Armour as wargear. His right arm is augmetic, lost in battle with the Tyranids and he possesses a bionic eye that has a bio-detection capability.
- Audin, Captain of the Mantis Warriors
- Bannon, Captain of the Imperial Fists - Bannon served as Watch Captain of a Deathwatch Kill-team that was summoned to Tarsis Ultra in 999.M41, to assist Lord InquisitorKryptman in combating the Tyranids of Hive Fleet Leviathan. When a Lictor appeared in the Imperial city of Erebus, Bannon was ordered by the venerable Inquisitor to capture it alive. Following this deadly errand, Bannon next led his team on an extremely hazardous mission in order to power up a ground-based Defence Laser that was located to the rear area of the main Tyranid assault. Firing the Defence Laser in conjunction with the attack of the Ultramarines' Strike CruiserVae Victus allowed the defending forces to destroy one of the two remaining Tyranid Hive Ships that controlled the swarm. Ultimately, Bannon's position would be overrun by attacking Tyranids, and so his Deathwatch team was extracted by a Thunderhawk gunship. Bannon was the last to be extracted, but as he was being lifted aboard by a rappel cable, his leg was seized by a monstrous Tyranid bioform. Refusing to allow his team to be killed, Bannon bravely cut his line, sacrificing himself. Surviving witnesses report last seeing Bannon disappear beneath a tide of chitin and claws, armed with only his Combat Blade, fighting to the last. Following his death, command of the Kill-team briefly fell to Brother Henghast, but was later assumed by Ultramarines 4th Company Captain Uriel Ventris for the team's assault on the final Hive Ship.
- Bron, Captain of the Dark Sons - When Captain Bron was mortally wounded during a confrontation with a Slaugth Overseer in the Black Reef, he recommended that the Marines Errant Battle-Brother Kail Vibius be promoted to the rank of Watch Captain in his stead, a role he has held ever since.
- Cynewolf, Captain of the Space Wolves
- Esteban de Dominova, Captain of the Crimson Fists - An intense, laconic, sallow–faced Battle-Brother with pale, colourless eyes prone to brooding silences and piercing glares, Watch Captain de Dominova hails from the Crimson Fists Chapter of the Adeptus Astartes. Currently serving his fifth Vigil with the Jericho Reach Deathwatch, the Watch Captain is a highly respected Apothecary whose prowess in the operating theatre has reached near mythic proportions among the Kill–teams with which he has served. Indeed, many Battle-Brothers currently serving a vigil in the Jericho Reach owe their limbs, if not their very lives, to his quick thinking and sure hands. Along with his prodigious medical skills, and the usual finely honed warrior abilities possessed by every Battle-Brother, Watch Captain de Dominova is also a noted xenobiologist who is known to work closely with the Ordo Xenos and the Mechanicus' Magos Biologis in various capacities.
- Jerron, Captain of the Ultramarines
- Quiron Octavius, Captain of the Imperial Fists - Instrumental in combating a splinter Hive Fleet of Tyranids near the Herodian IV Warp Gate. He was later slain by a Dark EldarTalos Pain Engine.
- Andar Scarion, Captain of the Astral Claws - Andar Scarion is a member of the Astral Claws Space Marine Chapter who was seconded to the Jericho Reach to serve in the Deathwatch. His arrival was the cause of much controversy due to his Chapter's questionable actions in the decades before the outbreak of the Badab War. Nevertheless, Scarion was allowed to commence his Vigil with the Deathwatch and served for over five decades with honour, achieving the rank of Watch Captain. Like his Chapter MasterLufgt Huron, Scarion is a proud and ruthless warrior with a keen grasp of strategy and military politics, and has proven himself to be a valuable asset in liaising with the Achilus Crusade's officers. He expects the Kill-teams under his command to perform to the most exacting of standards and does not tolerate laxity, weakness or failure. As is common to many of his Chapter, Scarion regards non-Astartes with a mixture of scorn and pity, holding that the Astartes ideal is fundamentally superior to the frailty of the common run of humanity. He masks this arrogance well when political goals require it, but discards the façade when amongst other Astartes, seeing little issue with collateral damage amongst human allies whom he regards as inherently expendable.
- Uriel Ventris, Captain of the Ultramarines 4th Company - Uriel Ventris temporarily assumed command of a Deathwatch Kill-team, replacing Imperial Fists' Captain Bannon, when he was killed during the defence of the world of Tarsis Ultra from the Tyranids. Uriel Ventris led the Deathwatch Kill-team into a Tyranid Hive Ship to kill the Hive Fleet's Norn-Queen with a gene-poison derived from the genome of a Lictor, which was genetically-engineered to induce hyper-evolution in any Tyranid affected by it. Ventris was later exiled from the Ultramarines for breaking the Codex Astartes, condemned to fulfill a Death Oath in the Eye of Terror against the Iron Warriors. Ventris completed this quest and returned to honourable service with his Chapter.
- Kail Vibius, Captain of the Marines Errant - Kail Vibius is a Marines Errant Battle-Brother who serves as a Watch Captain in the Deathwatch. Vibius has a burning desire for vengeance against xenos, which has marked him out even amongst the alien-hunters of the Deathwatch. During the Corinth Crusade, Vibius and a squad of his fellow Marines Errant were captured by the vile Dark Eldar and taken into the Webway to the dark realm of Commorragh. Surviving their cruel treatment at the hands of his xenos captors, Vibius bided his time until he was able to seize the opportunity to escape, leading a slave revolt against his surprised captors. Eventually the Space Marines fought their way to freedom and returned to the Imperium. Vibius was nominated for the honour of representing his Chapter in the Deathwatch, and rose swiftly through the ranks until he led his own Kill-team. When his former commander, Captain Bron of the Dark SonsChapter, was mortally wounded, he recommended Vibius be promoted to the rank of Watch Captain in his stead, a role he has held ever since.
Librarians
- Andreas, Librarian - Andreas was the Deathwatch Astartes who believed that the pulsing, expanding Van Grothe's Rapidity was acting as a beacon for the Tyranid forces that were enroute to Medusa V.
- Ashok, Librarian of the Angels Sanguine - Ashok once served with his Chapter in a campaign against the Tyranids on the planet Hegelian IX. At the time, he was deployed with the Angels Sanguine's Death Company into the planet's catacombs in order to pursue the fleeing xenos, where he and his comrades succumbed to the terrible effects of the Black Rage. Before he was able to regain control of himself, he had killed three of his Battle-Brothers. For the next three years, he became strapped to the Tablet of Lestrallio in his Chapter's fortress-monastery, where he faced the nightmares caused by the Rage. After he emerged from this state, Ashok was presented with the Shroud of Lemartes as a symbol of his mastery over the Black Rage. Though he had successfully managed to deal with the effects of the Black Rage he continued to combat the signs. Ashok was later seconded to the Deathwatch, where he served under the command of Captain Quirion Octavius. Librarian Ashok later deployed with his Kill-team, under the command of Inquisitor Kalpysia, to deal with a splinter Tyranid Hive Fleet on the planet Herodian IV. He is the only known Librarian to have taken on three Tyranid Zoanthropes and survived.
- Atreus, Librarian of the Blood Ravens
- Brytnoth, Librarian
- Lyandro Karras, Codicier of the Death Spectres - Karras served as a field leader for Kill-team Talon. His call-sign was Talon Alpha, but amongst his fellow Deatwatch members he was referred to as 'Scholar'.
- Shaidan, Librarian of the Mantis Warriors - Shaidan was a 'Penitent', one of the Mantis Warriors who was still serving the century-long penance for their shameful actions in the Badab War. Shaidan and some of his Battle-Brothers served alongside the Deathwatch unofficially in the defence of Herodian IV against a splinter fleet of Tyranids. Shaidan heroically sacrificed himself and was posthumously inducted into the ranks of the Deathwatch.
- Zadkiel, Epistolary of the Dark Angels - Epistolary Zadkiel is a powerful and honoured Librarian of the Dark Angels Chapter who trained under Ezekiel, the Dark Angels' Grand Master of Librarians, and was seconded to the Deathwatch and rose as a prominent leader in the Acheros Salient of the Jericho Reach. His potent psychic abilities have banished daemons without number, shrieking back into the Warp, and his Force Staff has reaped a bloody tally against the Heretic hordes of the Cellebos Warzone.
Apothecaries
Deathwatch Codex 2016 Pdf Download
- Damias, Apothecary of the Raven Guard - Damias served as a member of a Deathwatch Kill-team led by Captain Bannon. The team was summoned to the defence of Tarsis Ultra in the late 41st Millennium to assist the Lord Inquisitor Kryptman in combating the Tyranids from Hive Fleet Leviathan. Damias continued to serve the team after Ultramarines 4th Company's Captain Uriel Ventris assumed control of the team after Bannon's death before the Kill-team's assault on the last remaining Hive Ship in orbit around Tarsis Ultra. Damias fought valiantly on the way to the Norn-Queen's chamber, and was one of the few surviving members of the Kill-team. He was instrumental in saving Ventris' life after the latter was severely injured by the Norn Queen, keeping Ventris alive long enough for him to be transferred back to Tarsis Ultra for more extensive medical treatment.
Chaplains
- Broec, Chaplain of the Black Templars - Broec was killed in action while defending Herodian IV against a splinter Hive Fleet of the Tyranids.
- Luthar, Chaplain of the Revilers
- Vigilant, Chaplain - A mysterious Space Marine of unknown origin, this Black Shield joined the Deathwatch under auspicious circumstances. Nevertheless, Vigilant continues to operate from Watch Station Andronicus in the Jericho Reach, departing frequently with itinerant Kill-teams venturing deeper into space contested by the Tau.
Techmarines
- Harl Greyweaver, Iron Priest of the Space Wolves - Harl Greyweaver is an Iron Priest of the Space Wolves Chapter. He has been the Forge Master of Watch Fortress Erioch since his predecessor answered a summons to serve the Achilus Crusade a decade ago. While the influence of Greyweaver's time in the unorthodox halls of the Deathwatch shows in his Servo-Harness and other small deviations from the traditions of the Iron Priests of Fenris' Isles of Iron, he is not nearly as compliant with the teachings of Mars as many of the Techmarines who serve under him wish.
- MacKrentan, Senior Techmarine of the Storm Wardens - A member of the Storm Wardens Chapter from the Calixis Sector, the Senior Techmarine is a fervent follower of the Machine God and a master craftsman known throughout the Watch Fortress for his skill as a weapon-monger. An unpopular and radical member of Watch Fortress Erioch's forges, this Senior Techmarine is known, and widely avoided, for his taste for xeno-tech devices, and will do everything in his power to collect these cursed items. It is also widely known that there is an ongoing feud between MacKrentan and Forge Master Greyweaver, whose fervent hatred of alien technology puts him at frequent odds with the iconoclastic Senior Techmarine.
- Keilor, Techmarine of the Doom Eagles
- Korpheus, Techmarine of the Raven Guard
- Sulphus, Iron Father of the Red Talons
Dreadnoughts
- Chyron, Dreadnought of the Lamenters - Chyron considers himself the last member of his Chapter after losing contact with the Lamenters following their encounter with a Tyranid Hive Fleet. Chyron's sense of loss and rage and his need to seek vengeance for his lost brothers is all that keeps him going.
- Szobczak, Dreadnought of the Imperial Fists - Szobczak is an ancient and cantankerous Deathwatch Dreadnought formerly of the Imperial Fists Chapter's 5th Company. Extremely gruff and bitter, he has a tendency to relate everything to his past war experiences, and can find even the most tenuous parallels between current events and his actions years before. If and when he becomes attached to a Kill-team, he will, at every opportunity, ramble on about battles long since fought, lost Battle-Brothers, and the particulars of why, in his days, Space Marines were simply better at everything. He also has a tendency to react with surprising and often inappropriate anger or violence to even the slightest provocation. He can escalate any situation, and excels at making mountains out of molehills. In all, Brother Szobczak is a very trying, capricious, and frankly dangerous companion, traits that are only just made up for by his unwavering loyalty, his prowess in battle, and his incredible skill and breadth of experience.
Sergeants
- Ortan Cassius, Master of Sanctity of the Ultramarines - As a Scout Sergeant, Cassius was seconded to the Deathwatch by his Chapter as part of its normal contribution to that elite organisation.
- Cyrus, Scout Sergeant of the Blood Ravens - Cyrus served with the Deathwatch for nearly two centuries, notably during the Genestealer outbreak on Victoria Primus. Cyrus left the Deathwatch to rejoin his Chapter following the Blood Ravens' disastrous Kaurava Campaign in the Kaurava System.
- Grevius, Sergeant of the Crimson Fists - Killed in action by a Tyranid Lictor during the defence of Herodian IV from a splinter fleet of Tyranids.
- Pasanius Lysane, Sergeant of the Ultramarines 4th Company - Veteran Sergeant of the vaunted Ultramarines 4th Company, Pasanias served alongside his best friend and commander, Captain Uriel Ventris. While defending the world of Tarsis Ultra from a Tyranid invasion, Ventris led his team into a Tyranid Hive Ship to kill the Hive Fleet's Norn-Queen with a gene-poison derived from the genome of a Lictor, which was genetically-engineered to induce hyper-evolution in any Tyranid affected by it. When Ventris was later exiled from the Ultramarines for breaking the Codex Astartes, condemned to fulfill a Death Oath, Pasanius willingly followed his friend into the hellish realm known as the Eye of Terror.
- Pelias, Sergeant of the Black Consuls - During the Siege of Goddeth Hive in 455.M41, the Black Consuls were recorded as being annihilated by the Word BearersTraitor Legion. Some Black Consuls Battle-Brothers survived, scattered across the Imperium on a myriad of duties. Pelias was seconded to the Deathwatch within the Jericho Reach at the time of his Chapter's destruction. Due to the vagaries of Warp travel and communication, it took several decades for word of the Chapter's demise to reach those of its sons serving in the Jericho Reach. When word finally reached the Black Consuls of the Reach that they may be the last of their kin, they held council. One of their Astartes was despatched to investigate and bring back word, while the remainder would fight on, according to their oaths, until such time as the messenger returned.
- Ruinus, Devastator Sergeant of the Mantis Warriors - Ruinus was a 'Penitent', one of the Mantis Warriors who were still serving the century-long penance for the Chapter's shameful actions in the Badab War. Ruinus and some of his Battle-Brothers served alongside the Deathwatch unofficially in the defence of Herodian IV against a splinter Hive Fleet of Tyranids. Ruinus heroically sacrificed himself and was posthumously inducted into the ranks of the Deathwatch.
- Soron, Assault Sergeant of the Mantis Warriors - Soron was a 'Penitent', one of the Mantis Warriors who was still serving the century-long penance for his Chapter's shameful actions in the Badab War. Soron and several of his Battle-Brothers served alongside the Deathwatch unofficially in the defence of Herodian IV against a splinter Hive Fleet of Tyranids. Soron heroically sacrificed himself and was posthumously inducted into the ranks of the Deathwatch.
- Antor Delassio, Assault Sergeant of the Blood Angels - With his features as fair as any of his beatific Chapter, Blood Angels Space Marine Delassio's countenance conceals his dark secret. Within him, the Black Rage simmers and in the heat of battle he struggles to keep it at bay, a fury that manifests itself as he battles the foe with Hand Flamer and Chainsword. Delassio's armour is hung with blood-drop gems that remind him of his heritage, while a stylised sculpture of Sanguinius adorns his Jump Pack's chest harness. In the late 41st Millennium, Delassio was a part of the contingent of the Deathwatch sent to deal with a Genestealer infestation on the world of Ghosar Quintus.
Battle-Brothers
- Alvarax, Battle-Brother of the Howling Griffons - Alvarax served as a member of a Deathwatch Kill-team led by Captain Bannon. The team was summoned to the defence of Tarsis Ultra in the late 41st Millennium to assist the Lord Inquisitor Kryptman in combating the Tyranids from Hive Fleet Leviathan. Alvarax continued to serve the team after Ultramarines 4th Company's Captain Uriel Ventris assumed control of the team after Bannon's death before the Kill-team's assault on the last remaining Hive Ship in orbit around Tarsis Ultra. Alvarax was killed in action aboard the Hive Ship.
- Dark Angel, Unknown Battle-Brother of the Dark Angels - This Battle-Brother of the Dark Angels refuses to speak his true name for unknown reasons.
- Dionis, Battle-Brother
- Elwaine, Battle-Brother of the Salamanders - Elwaine served as a member of a Deathwatch Kill-team led by Captain Bannon. The team was summoned to the defence of Tarsis Ultra in the late 41st Millennium to assist the Lord Inquisitor Kryptman in combating the Tyranids from Hive Fleet Leviathan. Elwaine was seriously injured while defending the Inquisitor from an attacking Lictor seeking to kill him. Though Elwaine survived, the severity of his injuries (which necessitated extensive surgery and augmetic replacements of both arms) left him unable to serve in the Kill-team's assault on the last remaining Hive Ship in orbit around Tarsis Ultra.
- Erasmus, Battle-Brother of the Blood Ravens
- Guilar, Battle-Brother
- Kruidan, Assault Marine of the Mantis Warriors - Kruidan was a 'Penitent', one of the Mantis Warriors who was still serving the century-long penance for his Chapter's shameful actions in the Badab War. Kruidan and some of his Battle-Brothers served alongside the Deathwatch unofficially in the defence of Herodian IV against a splinter Hive Fleet of Tyranids.
- Henghast, Battle-Brother of the Space Wolves - Henghast served as a member of a Deathwatch Kill-team led by Captain Bannon. The team was summoned to the defence of Tarsis Ultra in the late 41st Millennium to assist the Lord Inquisitor Kryptman in combating the Tyranids from Hive Fleet Leviathan. Brother Henghast assumed command of the Kill-team after Captain Bannon was killed in action against the Tyranids, but eventually he ceded this role to Ultramarines 4th Company's Captain Uriel Ventris before the Kill-team's assault on the last remaining Hive Ship in orbit around Tarsis Ultra. Henghast fought valiantly on the way to the Norn Queen's chamber, and was one of the few surviving members of the Kill-team.
- Iral'Hasahn, Battle-Brother of the White Scars
- Jagatun, Battle-Brother of the White Scars - Jagatun served as a member of a Deathwatch Kill-team led by Captain Bannon. The team was summoned to the defence of Tarsis Ultra in the late 41st Millennium to assist the Lord Inquisitor Kryptman in combating the Tyranids from Hive Fleet Leviathan. Jagatun continued to serve the team after Ultramarines 4th Company's Captain Uriel Ventris assumed control of the team after Bannon's death before the Kill-team's assault on the last remaining Hive Ship in orbit around Tarsis Ultra. Jagatun was killed in action aboard the Hive Ship.
- Tyrian Kulac, Battle-Brother of the Space Wolves
- Kullen, Battle-Brother of the Storm Wardens
- Pelentar, Battle-Brother of the White Consuls - Pelentar served as a member of a Deathwatch Kill-team led by Captain Bannon. The team was summoned to the defence of Tarsis Ultra in the late 41st Millennium to assist the Lord Inquisitor Kryptman in combating the Tyranids from Hive Fleet Leviathan. Pelentar continued to serve the team after Ultramarines 4th Company's Captain Uriel Ventris assumed control of the team after Bannon's death before the Kill-team's assault on the last remaining Hive Ship in orbit around Tarsis Ultra. Pelentar was killed in action aboard the Hive Ship.
- Darrion Rauth, Battle-Brother of the Exorcists - Rauth served in Kill-team Talon. His secret role within the squad was to act as Lyandro Karras' soulguard, the Astartes charged with ensuring the Librarian's soul remained pure and to act as his executioner should he become a 'moral threat' to the squad. This was how he earned the nickname of 'Watcher', an appellation he greatly disliked.
- Scullion, Battle-Brother of the Novamarines
- Ignatio Solarion, Battle-Brother of the Ultramarines - Solarion served as a member of Kill-team Talon. He was referred to as 'Prophet', due to his habit of delivering negative commentary and chastising diatribes about the team's disregard for the Codex Astartes. A proud member of his Chapter, he was irritated by both his inappropriate nickname and the disregard by the other members of Talon for his advice. Solarion often remarked that he should be placed in charge of the Kill-team, in place of the Death SpectresCodicier Lyandro Karras.
- Toma, Battle-Brother of the 5th Company, Crimson Fists
- Trythios, Battle-Brother of the Blood Ravens
- Venters, Battle-Brother of the Salamanders
- Maximmion Voss, Devastator Marine of the Imperial Fists - Voss served as a member of Kill-team Talon as its heavy weapons and tech specialist. Voss was adept in numerous fields and earned the nickname of 'Omni' in recognition of this trait.
- Siefer Zeed, Battle-Brother of the Raven Guard - Zeed served as a member of Kill-team Talon. Due to his pale appearance and his superior skills in stealth and infiltration, he was referred to by the nickname 'Ghost'.
- Ennox Sorrlock, Battle-Brother of the Iron Hands - An exemplar of the stoic, logical Iron Hands Chapter, Sorrlock is a Sternguard Veteran who brings merciless pragmatism to any Kill-team. His mind, constantly working like a Cogitator-array, assesses every situation for the best course of action. His flesh, badly scarred in battle with the Drukhari, has largely been replaced by bionics, which only serve to make him more effective and durable in the maelstrom of battle. His favoured weapon is a Combi-Melta, a deadly weapon hard-wired to his extensive bionic eye-array. In the late 41st Millennium, Sorrlock was a part of the Deathwatch contingent sent to the world of Ghosar Quintus to deal with a Genestealer infiltration.
- Rodricus Grytt, Battle-Brother of the Imperial Fists - Rodricus Grytt rejected the captaincy of the Imperial Fists' 9th Company to serve in a front line role with the Deathwatch. Here he relishes his duty as a Deathwatch Devastator Marine and heavy weapons specialist, winning every battle with the precise application of overwhelming firepower. In his hands he grips a powerful Frag Cannon, an extreme calibre weapon that fires explosive or solid shells to pulp the foe. A faithful Servo-skull spotter aids Grytt in choosing targets even as he brings the monstrous firepower of his heavy weapon to bear. In the late 41st Millennium, Grytt was a part of the Deathwatch contingent sent to the world of Ghosar Quintus to deal with a Genestealer infiltration.
Deathwatch Fleet
The Deathwatch in the Jericho Reach maintains a number of warships, light craft, and other diverse vessels for its own uses. Most of these ships operate alone, transporting Deathwatch Battle-Brothers to where they are needed, combating space-borne threats, and providing orbital support to Deathwatch operations. The majority of these craft take the form of destroyers, frigates, and other classes of rapid strike vessels, along with modified Hunter-class Destroyers known as Dark Hunters. Larger warships and also several captured raider and merchantmen vessels are held in reserve should a particular mission warrant their use.
The lighter classes of vessels suit the needs of the Deathwatch admirably, as its missions most commonly need to deploy and extract very small numbers of Deathwatch Battle-Brothers with great speed, precision, and when called for, subterfuge. Like other Space Marine vessels, the warships of the Deathwatch are primarily crewed by Servitors and oath-bonded Chapter Serfs, with a handful of Battle-Brothers serving as command crew. These ships are often highly sophisticated in design, outfitting and armament, even over those used by other Chapters of the Adeptus Astartes.
Notable Ships
- Thunder's Word - The Thunder's Word is a modified Gladius-class Frigate that has served the Deathwatch in the Jericho Reach for over two millennia. It is whispered that it was built in the holy orbital docks above Mars itself under the direct supervision of the Arch-Fabricator Castilus. Compact, heavily armed, and swift beyond anything that might be expected of its class, this warship can only deploy a relative handful of Battle-Brothers into action owing to the internal space given over to its massed batteries and powerful engines. Commanded by the venerable Battle-Brother Pellas, the Thunder's Word has been used in some of the most dangerous operations undertaken by the Deathwatch in the Jericho Reach. Its list of battle honours has become legendary: over three score of raider and xenos ship-kills to its name. Its most lauded mission remains the daring raid in which it slipped past the Chaos-fleets above Samech to recover the records from the lost Watch Station known as the Slaughterhouse. It was also the Thunder's Word that first glimpsed the bio-ships off the moons of Freya and warned of the Great Devourer's advance through the rimward systems. The Thunder's Word remains one of the Master of Vigil's favoured instruments should a Deathwatch kill-team need to be deployed deep inside enemy-held territory.
Kill-ships
Deathwatch Kill-ships are automated drone-vessels, guided by the most advanced of War Spirits, which are used in the most extreme of circumstances to enact Exterminatus upon a world that has been lost to the Imperium. They are equipped with the most valuable of cloaking devices, often unique examples of long-lost knowledge dating back to the Dark Age of Technology. The mission of a Kill-ship is to enter a star system entirely undetected, to slip silently past whatever sentinels the invaders may have put in place at its edges, and to approach the target world unseen. Travelling on silent running, the Kill-ship enters orbit, delivers its lethal payload, and then slingshots itself away using the planet's own gravity. Even as the Kill-ship departs, the apocalypse is descending upon the doomed world, the final act of the Imperium's vengeance and denial enacted in its wake.
These small, fast ships are all but autonomous thanks to their banks of Cogitators and logic engines hardwired to a tiny crew of Servitors and savants, their fierce Machine Spirits undaunted by mass murder on any scale. Kill-ships are not designed to fight battles; their only purpose is to kill worlds. They rely on a combination of stealth with a sudden, high-speed approach to deliver their payloads of death before slingshotting around their doomed target and disappearing into the void. Kill-ships sometimes fall prey to system defences during an attack, but enough are assigned to overwhelm a protected target that some will inevitably get through, a practice sometimes referred to as Over-Kill. In the event of damage, Kill-ships are fitted with self-destruct protocols that trigger automatically to prevent capture. If the weapons and technology of a Kill-ship were to fall into enemy hands it would be a catastrophic loss with unthinkable consequences.
Some whisper that Kill-ships verge on techno-heresy and that their crews are little more than puppets of the ship's implacable War Spirit. The Deathwatch cares little for such points of dogma and maintains large numbers of Kill-ships at its fortresses. At Watch Fortress Erioch, dozens of Kill-ships are clustered along docking ledges on the underside of the bastion, steel-pinioned harbingers of death awaiting the call to war. Enough planet-shattering weaponry can be found concentrated here to wipe out every world in the Jericho Reach many times over, enough to cause wonder at what manner of target could ever warrant such a fleet being unleashed.
Corvus Blackstar
The Corvus Blackstar is a sleek and deadly aircraft, much prized by Watch Fortresses across the galaxy. Like a knife slipping in between the ribs of a colossus, the Blackstar penetrates the outer defences of the alien host to strike directly at its heart. Though small enough to slip through the sensor grids of most xenos strongholds, its weapon systems are highly advanced, allowing the Blackstar to cause devastating impact for a craft of its size.
The war hangars of the Deathwatch are replete with every kind of aircraft the Adeptus Astartes have ever sanctioned. However, such is the Corvus Blackstar's quality that it is used almost exclusively in Kill-team missions that involve air-to-ground engagement. Primarily it fulfils the role of transport, combining the hurtling speed of the Drop Pod with the manoeuvrability of a Stormtalon gunship and the offensive capability of a far larger craft. Propelled by vectored engines mounted on the wing and behind the airframe, the Blackstar is nimble enough to dart through winding canyons, the elegant star-spires of a Craftworld or even the guts of a TyranidHive Ship in order to bring a surgical strike to the enemy's heart. Once in position it changes from fighter craft to hover vehicle with a twist of the engines, its front-mounted doors yawning open with a hiss of pistons so that the Deathwatch operatives inside can leap out and charge directly into the fight.
The pilot of each Blackstar is a Veteran Techmarine who has earned the right to field it over long and arduous years of schooling. The pilot uses the same machine each time; so intense is this training that the Techmarine's indomitable will and that of the aircraft's machine spirit become interlinked. This allows the pilot to pull off aerial manoeuvres so spectacular he can leave all but the pilots of the unnaturally skilled Eldar floundering in his wake.
The Corvus Blackstar's first priority is often to secure aerial supremacy. To ensure its Kill-team reaches the fray intact, the Blackstar will plummet through low orbit to fall upon the aircraft or winged bioforms of the enemy like a raptor diving into a flock of prey. Once on the tail of its victims, it will shoot down the enemy craft it judges to be the greatest threat. While many Blackstars mount Twin-linkedAssault Cannons, some bear a prow-mounted Lascannon array, able to channel the penetrative power of the Godhammer Pattern guns to destroy heavily armoured targets. Many of these craft carry a Blackstar Rocket Launcher under their wings, equipped with a profusion of missiles. These allow the pilot to choose Dracos air-to-ground warheads that turn swathes of xenos-infested ground into flesh-melting conflagrations, or Corvid Rockets whose spiteful Machine Spirits seek and destroy enemy aircraft so that their master might rule the skies alone.
At a single thought-impulse from the Techmarine these prow and wing-mounted weapons can be calibrated for strafing runs. In such circumstances, auxiliary grenade launchers mounted at the rear enable the craft to rain down a hail of explosive projectiles -- either Infernus Grenades that detonate in clouds of burning promethium, or Frag charges that hurl deadly shrapnel over a wide area. A full squadron of Blackstars can clear a beachhead amongst a Tyranid swarm in a matter of moments before their passengers descend to deliver the killing blow.
The Blackstar has advanced systems to ensure its survival from the inevitable reprisal. Its robust construction can shrug off even a direct hit from enemy flak, and when fitted with an Infernum Halo-launcher it becomes extremely difficult to land a telling blow. Should an enemy missile, drone warhead or similar explosive device close in on the Blackstar, high-calibre Auspicator arrays will detect its aura of hostility, and send a wide spread of decoys, interceptors and flares to thwart the incoming munitions. It appears as if the Blackstar spreads wings of smoke and fire behind it, a sight known to the Chapter's warriors as the Wings of the Sky Angel. Many a primitive culture, saved from the predations of the alien, has seen the Blackstar that brought their deliverance as a mechanical seraph and worshipped it for generations afterwards.
Deathwatch Wargear
The finest wargear the Imperium can provide lines the reliquaries of each watch fortress. Though many of these artefacts are the work of the Adeptus Mechanicus, not even the Tech-Priests of the machine cult know of their true number. The act of innovation is tantamount to heresy in the rest of the Imperium, but it is not forbidden within the Deathwatch Chapter. With every new war the Chapter reassesses and fine-tunes its mission tactics, and its equipment is subjected to the same rigorous scrutiny.
The weapons these black-clad warriors bear to war are painstakingly engineered, customised and auto-sanctified to be the bane of specific alien foes. Not a single bolt round's potential is wasted; be it filled with bio-acid, volatile promethium or superheated plasma, it will be selected and aimed to do the maximum possible damage to its target upon detonation. Even heavy weaponry and the guns of strike craft can be set to fire different ammunition types or discharge variable energies depending on their target. This is a necessary measure, for Kill-Teams rarely know the exact composition of the enemies they will be facing, and consider versatility a weapon unto itself. With a small arsenal of military assets at his command, a member of the Deathwatch can theoretically wrest victory from any breed of foe.
The suits of Power Armour found amongst the Deathwatch are amongst the finest of their kind. Many are so ancient and well-respected, they bear names of antiquity, such as Iron Sanctum or the Pride of Lord Varicco. Just as with guns, blades and other weapons, it is up to the initiate whether he continues to use the battleplate he is familiar with, or whether he replaces it with a suit tended to by the Deathwatch's own Techmarines. There is no uniformity enforced upon this order save the Chapter colours -- the only real dogma is that the Battle-Brother maximises his own effectiveness in the field. It is not uncommon to find a Kill-Team where every member bears a different suite of weapons to war, even to the extent that some use jump packs or ride rugged bikes into the fray whilst their brethren go on foot.
Though many of the Chapter's tools of battle resemble advanced versions of those used by their fellow Adeptus Astartes, there are far stranger and more exotic relics of battle available to them. The war vaults of the Deathwatch contain everything from oversized Thunder Hammers designed to slay alien giants to stasis bombs that use time itself as a weapon. Some even contain doomsday warheads that can set an entire world aflame -- many are weapons of last resort, but the Deathwatch does not hesitate in their use.
Deathwatch Armoury
Ranged Weapons
- 'My boltgun has seen nearly as many worlds as I have. It has awed primitive warriors, overcome lesser foes by the dozen, and has often been underestimated by my enemies. It has served me well.'
- — Battle-Brother Rafe Widowmaker of the Space Wolves
- Armourbane Missile Launcher - The Armourbane Missile Launcher (unique to the Jericho Reach Deathwatch) is a squat, wide-barrelled launcher half as tall as a Space Marine. That is where the similarities to a standard Astartes Missile Launcher end, however, for whereas the anti-aircraft Missile Launcher is built to take down airborne targets, the Armourbane specialises in dealing with heavily-armoured ground units. This launcher is typically loaded with Hunter-Killer Krak Missiles, and is fitted with an array of Augurs and special Cogitators to guide its missiles smoothly to their targets. Armourbane Launchers give a Kill-team extra protection against armoured vehicles and large xenos beasts over and above that of a standard 'Soundstrike' Missile Launcher. The special Augur array mounted to the Armourbane combines the benefits of a preysense sight and a red-dot laser sight.
- Balefire Gun - Brutally effective against Orks and other xenos with natural regeneration, this Flamer uses highly refined Promethium fuel mixed with a number of radioactive compounds to both burn and irradiate foes. Only rarely deployed due to the collateral environmental damage it causes, Balefire Guns are used solely by the Deathwatch to cleanse particularly resilient xenos. They are quite effective in controlling and eradicating Ork infestations.
- Barrage Plasma Gun - These rare and venerated weapons are jealously guarded by the Techmarines of the Jericho Reach Deathwatch, and issued only to the most honoured Space Marines seconded to the Long Watch. Barrage Plasma Guns are highly tuned, rapid-fire weapons that can lay down incredible volumes of devastating plasma energy. While their ability to fire in semi-automatic and automatic modes make them both versatile and deadly, they use an immense amount of energy and are more prone to overheating than a typical plasma weapon. Deathwatch Space Marines see this as a small price to pay for the ability to spray volleys of plasma energy into charging bands of xenos.
- Barrage Plasma Pistol - These deadly plasma side arms are unique to the Jericho Reach Deathwatch, and few exist even within their hallowed armouries. Like its larger siblings, a Barrage Plasma Pistol features a higher rate of fire at the cost of an increased risk of overheating and energy consumption.
- Cyclone Missile Launcher - The Cyclone Missile Launcher system is triggered at the blink of a rune to send pairs of missiles streaking into the foe -- frag warheads designed to kill swathes of xenos infantry, or krak warheads that strike simultaneously to tear holes in enemy armour.
- Conflagration Infernus Pistol - These powerful weapons are the pistol-sized siblings of the Conflagration Meltaguns. Like their larger siblings, these weapons trade increased power usage for higher penetration and damage yield. These weapons are a favourite of many Space Marines of the SalamandersChapter seconded to the Deathwatch.
- Conflagration Meltagun - Crafted in very limited numbers by Enthor Calibos, a Techmarine of the SalamandersChapter garrisoned aboard Watch Station Erioch, these compact, high-output Meltaguns have gained favour among those Battle-Brothers of the Deathwatch lucky enough to have wielded them. Reflecting the fine workmanship and deep love for cleansing flame of their creator, these powerful weapons have higher penetration and damage output at the expense of energy consumption.
- Deathwatch Bolter - Just as with all Adeptus Astartes, the bolter is a sacred weapon to the Deathwatch. Those borne by the Kill-Teams are the best of their kind, thrice-blessed before every engagement and possessed of fearsome machine spirits attuned to the bearer's war-style. They are commonly fitted with auspicator scopes, lumin suppressors, las-accusors, judgement clips and more adjustments besides.
- Deathwatch Frag Cannon - The Deathwatch Frag Cannon is akin to a man-portable artillery piece, capable of laying down a horde-shattering salvo or a dense solid shell that can blast through adamantium at close range.
- Deathwatch Shotgun - Optimised for the close-quarters warfare typically fought in Space Hulks and xenos-infested asteroids, the Deathwatch shotgun has a hair trigger and a wide radius of effect. The Deathwatch shotgun can fire several distinct types of cartridge, ranging from the explosive cylinders of shot known as crypt-clearer rounds to the fanning flame-bursts of the wyrmsbreath shell.
- Deathwatch Graviton Cannon - Yet another field expedient modification made to an existing weapon by the Techmarines of Watch Fortress Erioch, the Deathwatch Graviton Cannon is a higher output and decidedly more deadly version of the more common Graviton Gun. Where the standard pattern Graviton Gun has but one setting that effects the gravity in a sizeable area, the Deathwatch version can also focus its energies into a continuous tight beam of incredibly dense gravity waves.
- Guardian Bolt Pistol - Awarded to Deathwatch Space Marines of any rank for conspicuous gallantry, courage under fire, or actions above and beyond the call of duty, these finely made Bolt Pistols are as much a sign of status among Deathwatch Space Marines as they are a weapon. Any Space Marine wearing one of these Bolt Pistols on his person is immediately recognised as a veteran combatant who has gone above and beyond to protect mankind from ravening xenos. When issued to a deserving Space Marine, his name and deeds are inscribed on the weapon by a Deathwatch Techmarine during the awarding ceremony. Each weapon is one of a kind, tailored specifically to the receiving Space Marine, and is his to keep when he returns to his home Chapter. Many Guardian Bolt Pistols that have not gone to the grave with their owners have found their way back into the Deathwatch armouries. These 'foundling' weapons are never re-issued, instead they are enshrined in the Deathwatch data vaults along with the details of their owner's glorious deeds.
- Hellfire Flamer - A modification of the technology that created Hellfire Bolt Rounds, the Hellfire Flamer was recovered from the Omega Vault shortly after the first reports of Hive Fleet Dagon reached the Watch Fortress. Mixing potent mutagenic acids into the refined Promethium mix, the fire from a Hellfire Flamer eats away at chitin and bone with alarming speed, making it an ideal weapon for facing Tyranids.
- Hesh Pattern Bolter - The Hesh Pattern Bolter first appeared in Deathwatch armouries in the 36th Millennium. It was initially designed by Magos Cymbry Jamis, an adherent of the Omnissiah, and gifted to the Deathwatch in appreciation for services rendered to the Mechanicus and Mars. These Bolters are of exceptional craftsmanship, and more compact than typical weapons of their type. Thanks to their relatively smaller size and ease of use, Hesh Pattern Bolters are well suited to close-quarters combat, such as in buildings or aboard voidships, and are favoured by vehicle crews, Tactical Marines specialising in close combat, and, to a lesser degree, Assault Marines. Along with their fine craftsmanship, these Bolters also have an integral folding stock, motion predictor, and preysense sight.
- Hurricane Bolter - The Hurricane Bolter is not a single gun, but a combination of six bolters machine-linked to fire as one. When it fires, a staccato report cracks out -- a moment later the fusillade of rocket-propelled bolts detonates with a series of ear-splitting explosions.
- Immolation Rifle - Not a flame weapon in the strictest sense, the Immolation Rifle is an ancient, exceedingly rare, and barely understood weapon possessed by Watch Fortress Erioch in limited numbers. It is a brutal anti-personnel weapon that fires a seething, short-range beam of intense heat. When used on lightly armoured or unarmoured targets, the beam sears and blisters exposed flesh. This causes a target intense pain and, with enough damage, these weapons can cook enemies alive. While they are incredibly lethal when used against organic foes, the beams cause no damage to inorganic objects like machinery, bulkheads, and weapons. This makes them extremely useful in boarding actions for use against massed crew, as well as in any situation where collateral damage needs to be minimised.
- Infernus Heavy Bolter - Heavy Bolters fire huge mass-reactive bolt rounds, each more comparable to an explosive shell than a bullet. The Deathwatch mag-clamps rare suspensor discs onto their Infernus Heavy Bolters that reduce the weapon's effective weight considerably. Such weapons are further bolstered by underslung Heavy Flamers that can incinerate those enemies that make it through the hail of explosive bolts.
- Special Issue Ammunition - The Deathwatch uses shot selectors and bolt round harnesses that hold specialist bolt rounds. Dragonfire bolts are hollow shells filled with super-heated gas that explode to saturate foes in cover, while Kraken bolts utilise an adamantine core and improved propellant to penetrate the thickest hide. Hellfire rounds douse their targets in voracious acids, while vengeance rounds employ unstable flux core technology that makes them hazardous to use, but incredibly effective against armoured targets.
- Stalker Pattern Boltgun - Fitted with audio suppressors and a longer barrel that eliminates muzzle flash, the Stalker Pattern Boltgun is ideal for long-range assassinations and picking off the leaders of the alien armies.
- Ultra Pattern Mark IX Sniper Rifle - Just over two metres in length and weighing close to fifty kilograms, the massive Mark IX Ultra Pattern Sniper Rifle is as intimidating as it is effective. The Mark IX is a heavy needle sniper rifle used by the Deathwatch for long-range anti-personnel and anti-materiel work. With its long barrel and powerful scope, the Mark IX allows a Deathwatch sharpshooter to engage targets with incredible accuracy at very long ranges. The Mark IX is a highly-respected and revered weapon, and it is often selected as the weapon of choice for Space Marine snipers in many Deathwatch Kill-teams.
Melee Weapons
- Astartes Executioner Axe - The armouries of Watch Fortress Erioch contain a set of twelve of these large, heavy-bladed two-handed Power Axes. Each weapon is of master-crafted quality, and each has a long history of valour in the Jericho Reach. Only those who have earned the trust of the Watch Commander are granted the use of one of these axes to slay the enemies of the Emperor.
- Astartes Power Falchion - The Power Falchion is a heavy, brutal Power Weapon found commonly among those Battle-Brothers of the White Scars seconded to the Deathwatch who serve aboard Watch Fortress Erioch. Combining the striking power of a Power Axe with the versatility of a Power Sword, it has a broad blade with a single cutting edge that tapers to the hilt; the tip of the blade is heavy and curves up in a dramatic sweep. This makes the weapon more suited to chopping strikes as opposed to deft manoeuvres, and in the hands of a skilled user can rend armour and remove limbs with ease.
- Astartes Power Spear - This Power Weapon requires two hands to use and is rarely seen amongst the Space Marines of the Deathwatch. Some Battle-Brothers of the Iron SnakesChapter have donated these proud weapons to the armoury of Watch Fortress Erioch.
- Artificer Omnissian Axe - Among the cog-toothed Power Axes of the Techmarines there also exist rare and ancient examples of Artificer technology. These potent weapons combine all the brutal power of the Astartes Pattern Omnissian Axe with forgotten forgings and flawless craftsmanship.
- Crozius Arcanum - The Crozius Arcanum is a Deathwatch Chaplain's rod of office. It is the symbol of his authority and his weapon of righteous judgement all in one. Each crozius is an ancient relic, passed down from Chaplain to Chaplain and bearing each successive warrior's legend in etched script around its haft.
- Guardian Spear - A long and stout-hafted polearm borne only by the Emperor's most trusted warriors, the guardian spear is two weapons in one. Beneath a powered blade crackling with disruptive energies, the spear has a compact bolter that allows its bearer to kill his xenos enemies at range.
- Heavy Thunder Hammer - The largest man-portable Thunder Hammer is used by the Deathwatch -- a giant crushing tool of destruction so heavy that even a Space Marine cannot use it one-handed. Swathed by a powerful disruption field, the heavy thunder hammer is capable not only of cracking open a Carnifex' exoskeleton, but also of smashing through its midsection to break the creature in twain.
- Power Fist and Auxiliary Meltagun - Though the priesthood of Mars forbids the wider Imperium to innovate or adapt in matters technological, the addition of one weapon to another is seen as a forgivable extension of the Omnissiah's will. So it is that many of the weapons used by the Deathwatch have more than one role -- the crushing might of a power fist twinned with the tank-busting potential of a meltagun being just one such example.
- Xenophase Blade - Rarely seen outside the Deathwatch, the xenophase blade is an ancient and barely understood artefact weapon. Some believe it has its origins amongst long-defeated xenos dynasties, though speaking of its history has long been forbidden on pain of excruciation. Its efficacy is beyond question, for its blade ripples with a molecular realignment field that allows it to cleave through force fields and metaphysical wards as easily as it cuts through physical armour.
Special Issue Wargear
- Auspex - A short-ranged scanning device, the auspex utilises broad wavelength detection modes to pinpoint concealed enemies.
- Clavis - This artefact contains ancient machine spirits that can be projected through the air to disrupt a nearby mechanism.
- Combat Shield - Some warriors wear a combat shield fitted to their vambrace to provide an additional element of protection.
- Deathwatch Teleport Homer - Teleport homers emit a signal that allows orbiting Deathwatch Strike Cruisers to lock onto them with teleportation equipment.
- Digital Weapons - Digital weapons are concealed lasers and miniature flamers that lack range, but can take advantage of an exposed weakness.
- Hellfire Shells - Perfected from their original design to better slay Tyranid monstrosities, these heavy shells incorporate a powerful bio-acid.
- Iron Halo - The Iron Halo is a powerful device granted to high-ranking Space Marine officers. Worn behind the head or incorporated into the armour, the Iron Halo contains an energy field that wards against the most potent xenos weaponry.
- Jump Pack - A Jump Pack enables the wearer to make great bounding leaps, or make a boosted flight over short distances. Jump packs also enable airdrop deployment, the wearer plummeting into battle from low-flying dropships, using controlled bursts to slow their descent.
- Rosarius - A Rosarius is worn by a Chaplain for protection and as a symbol of office. It emits an energy field that can deflect the blows of alien monstrosities. It is believed that the stronger its bearer's belief in the might of the Emperor, the stronger a Rosarius' force field will be.
- Storm Shield - A Storm Shield is a large, solid shield that has an energy field generator built into it. Though the bulk of the shield offers physical protection, it is the energy field which is more impressive, as it is capable of deflecting almost any attack. Even blows that would normally cut through Terminator Armour are turned aside with ease by the protective energies of the storm shield.
Armour
- Artificer Armour - The suits of Artificer Armour worn by the officers of the Deathwatch are collectively the most advanced in active use. Though these suits are as compact and self-contained as the more common marks of Power Armour, they have been embellished and improved upon by successive generations of artificers until they provide a level of protection surpassed only by the larger and more restrictive Terminator Armour. Each is a work of art in its own right, treated and ornamented in the Chapter's specialist armourium to fit the wearer like a glove. Upon its panels are the diverse honours and scrollworks of the armour's owner, whilst beneath its layered ceramite are hidden sources of indomitable stamina and strength.
- Deathwatch Scout Armour - Based on the Scout Armour fielded by all Space Marine Chapters, Deathwatch Scout Armour is a lightweight, non-powered suit of armour modified by Watch Fortress Erioch Deathwatch armourers specifically to suit the needs of their unique mission. Similar to the armour worn by sniper Scouts of Chapters like the Raven Guard, Deathwatch Scout Armour is composed of a hardened ceramite chestplate that covers the Space Marine's torso, shoulders and groin area worn over a reinforced body glove. Armoured, elbow-length gauntlets protect the wearer's hands, while heavily reinforced, Ceramite-toed Grox-hide boots keep his feet safe and dry. Since Deathwatch Scout Armour is essentially a half-suit over a form-fitted body glove, and is made of light materials, it does not hinder the wearer's movement and allows him to retain his natural agility and stealthiness while still providing excellent protection. This armour is often worn in conjunction with Cameleoline Cloaks.
- Terminator Armour - Terminator Armour, also known as Tactical Dreadnought Armour, is the toughest personal armour in the Imperium. Massively bulky, it contains not only sophisticated sensors and teleport integrators but a full exoskeleton arrangement of fibre bundles and adamantium rods to support the heavy gauge plasteel and ceramite plates that form the outer carapace.
Deathwatch Vehicles Equipment
- Auspex Array - The Corvus Blackstar bears arrays of sensor equipment that contain Vigilus-class machine spirits. Acting much as the auspexes borne by those Space Marines that hunt the alien across the battlefields of the Imperium, these arrays use wide-spectrum strafe readers to detect the presence of hostile life forms and war engines.
- Blackstar Cluster Launcher - The Corvus Blackstar has two rear-mounted grenade launchers, allowing the pilot to sow a hailstorm of munitions in his wake as he strafes his primary targets. The launcher is capable of firing either crater-chewing frag clusters or a matrix of infernus grenades that leave burning promethium in the Blackstar's wake.
- Blackstar Rocket Launcher - The pugnacious silhouette of the Corvus Blackstar heralds a barrage of missiles, each selected the moment before firing to maximise the destruction it wreaks. Whether air-to-air missiles guided to blast enemy aircraft from the skies or warheads designed to turn a strafing run into a violent visitation of hellfire, these munitions are delivered with pinpoint accuracy and perfect timing.
- Ceramite Plating - These hull plates are thrice-blessed by the Chapter's Techmarines and anointed with the seven sacred unguents of thermic warding to protect against the extreme conditions of orbital re-entry. Such precautions also serve to thwart the fury of certain xenos weapons, absorbing and dispersing even the most extreme temperatures and microwave emissions.
- Deathwind Launcher - Deathwind launchers are fitted to some Drop Pods to provide a level of anti-infantry fire support to their passengers, giving them the precious seconds they need to secure a perimeter.
- Stormstrike Missile - When the Stormstrike Missiles borne by the Corvus Blackstar detonate, they do so with the force of a thunderclap, ripping open their targets and stunning those lucky enough to survive.
- Frag Assault Launchers - The hulls of Land Raider Crusaders and Land Raider Redeemers are studded with explosive charges designed to blast clouds of shrapnel into the enemy as the tank closes in and the troops inside it charge out.
- Infernum Halo-Launcher - When a Corvus Blackstar comes under attack from enemy flak, missiles, or biological equivalents, the pilot will deploy a complex spread of sanctified flares and decoys from its Infernum Halo-Launcher. These fan out around the Blackstar like the white-feathered wings of an angel from Terran myth, baffling and intercepting the incoming xenos munitions.
- Locator Beacon - Locator Beacons are often mounted onto Drop Pods and Corvus Blackstars. They provide a system of signalling packages, broad-spectrum communicators, and geo-positional trackers. When activated, the beacon uploads detailed positional information to the Watch Captain's tactical grid, allowing precision reinforcement from the second wave of the attack.
Deathwatch Relics
- Astartes Omni-Tool - Through the millennia the Forge Masters of Watch Fortress Erioch worked to master and perfect the technology of the Deathwatch, often creating devices far superior to those used in the Imperium at large. This is the case with the Omni-Tool, an improved version of the ubiquitous Imperial Combi-Tool. For all intents and purposes, the Omni-Tool functions as a Combi-Tool. The Omni-Tool is also specifically designed to repair bionics and Servitors.
- Adamantine Mantle - These intricately worked cloaks take their name from the most common variation: small adamantine scales worked into a protective yet flexible defensive covering. Similar, personalised designs exist, all using unbreakable materials to form an impressive cloak. Each one is the labour of decades by master Artificers, who temper each individual scale and thread for maximum resilience. Their work is then blessed by Chaplains before finally being laid upon the shoulders of its first bearer. The mantle protects him not just through its physical strength, but also by making his movements more difficult to predict as the opaque cloak whirls about him in combat.
- Augury Malifica - The Augury Malifica was crafted by the techno-seers of the Grey KnightsChapter. A heavily modified Auspex scanner, it is barely recognisable as the original device. Strange attachments have been added, subtle alterations have been made, and seven rituals of detection were performed to consecrate the Augury. The result is a piece of equipment that can, with a reasonable degree of accuracy, detect the malignant auras of daemons in the vicinity, and even, on rare occasions, predict an imminent Warp breach. However, the Augury's presence in the Deathwatch Vaults is not with the blessing of the Grey Knights, for they are entirely unaware that the Deathwatch has it in its possession. Rather, they believe it lost to the foul hands of the Word BearersChaos Space Marines, and have been actively seeking its recovery for many standard years. It would be most detrimental to Chapter relations should the item's real location be revealed.
- Banebolts of Eryxia - Arch-Magister Eryxia spent her entire life in search of the perfect bolt shell. She spent decades working with the Deathwatch, perfecting not only the specialist ammunition of the Chapter, but also the bolter clips that dispensed them. Though few in number, some of her finest creations are still extant, housed within ammunition clips cased in platinum. Whatever the nature of the foe, just one of Eryxia's Banebolts, when delivered to the centre mass, can slay its target in a second.
- The Beacon Angelis - The Beacon Angelis was devised to guide the Deathwatch to the threshold of the alien adversary. Housed within a reliquary, the Beacon Angelis calls out to the augur arrays of the Deathwatch with the voices of a hundred electric cherubim. Its summons is so strong it will draw the righteous unto its locale regardless of what darkness may surround it.
- The Corroded Falchion - This ornate, curving blade is a revered relic that has seen countless standard centuries of service with the Deathwatch. However, roughly fifty Terran years ago it was used against the encroaching swarms of Hive Fleet Dagon, and plunged into the toxic flesh of a Venomthrope. After the battle, it was discovered that bio-acid blood of the Tyranid organism was eating into the blade, weakening its structure. All attempts to cleanse the Falchion and halt the corrosion failed, for the acid had penetrated at the molecular level. So the Chapter Artificers constructed a sheath that keeps the blade in stasis as long as it remains inside, undrawn. On rare occasions since, the Falchion has been used in battle and the ingrained bioacid has caused swift and horrific damage to its victims. However, even a few minutes out of the stasis-sheath bring the inevitable collapse of the blade closer to fruition.
- Cruciform of the Crusade - In the early days of the Achilus Crusade there were many bloody battles to establish the Imperium's foothold within the Jericho Reach. In one such battle a squad of Battle-Brothers was dispatched to deal with the emergence of a Chaos Cult during the Argoth Uprisings. In the course of the battle the Battle-Brothers were forced to make a stand in an Imperial Chapel, where they held their ground for several days. At one point in the fighting a Heretic missile knocked the sacred Aquila down from the chapel's spire. Enraged by the affront to the Emperor, one of the Battle-Brothers dropped his weapons and hefted the eight foot stone cross and eagle on his shoulder, charging the Heretic lines, instantly followed by his brothers and ending the battle in less than an hour of bloody carnage. Since then, the Aquila, known as the Cruciform of the Crusade, has been a relic for the Deathwatch of the Jericho Reach. The cross may be carried into battle by a Battle-Brother or by one of their followers.
- Dominus Aegis - This artefact takes the form of an ornate tower shield; when its edge is slammed down hard into the ground, it projects a hemispherical force field that protects all those within its reach from baleful energies. Carried to war by those Kill-Teams expected to plunge into the heart of the xenos hordes, it has saved countless lives, the bearer and his team fighting to victory as the dome-like force field keeps the worst of the alien scum at bay.
- Fist of Dragos - Brother Dragos battled with great success against Orks, Eldar, and even Space Marine Renegades, always seeking out the most heavily-armoured targets to destroy personally with his Combi-Melta and his mighty Power Fist. Battlewagons, grav-tanks and even Dreadnoughts were added to his tally. However, Dragos was never satisfied with the performance of his wargear. After every engagement, he would return to the Chapter forges and beseech the Techmarines to make adjustments and modifications. The Techmarines protested that such tinkering would offend the Machine Spirits, but given Dragos' victories in the field, his wishes were usually granted. His obsession was finally ended when his overcharged Meltagun exploded in his hand as he attacked an Ork Dreadnought. His Power Fist was recovered intact along with his mangled body.
- Firestorm Multi-melta - Created millennia ago by a forgotten Deathwatch Techmarine as a field modification of a damaged Maxima Pattern Multi-melta, Firestorm Multi-meltas trade higher energy consumption and shorter range for higher damage yield and the ability to fire short bursts. Although modifications of this kind are typically frowned upon by the Adeptus Mechanicus, the Deathwatch Techmarines of Watch Fortress Erioch have received special dispensation to perform this operation on limited numbers of existing weapons.
- The Glorious Standard - The Adeptus Astartes have a history of many proud and glorious victories; they stand for the might of the Emperor and His triumph over His foes. The Glorious Standard recounts this legacy in a complex pattern of images and heraldry, from the carnage and fire of the Horus Heresy through the first clashes with the Tyranids to their current exploits, such as supporting the Achilus Crusade. A Battle-Brother that carries the Glorious Standard becomes a rally point for the Astartes, infusing them with the righteousness of the Emperor.
- The Krixian Chainglaive - The Krixian Chainglaive combines the power of a long, curved, two-handed blade with the rending teeth of a chain weapon on its cutting edge. The design was produced secretly during the Keflan IX Techno-schism, by an unsanctioned forge-complex in the Krixis System. The templates were subsequently declared unsound, and removed to Adeptus Mechanicus stasis-vaults. This is thought to be the last actual example surviving.
- The Osseus Key - The ancient clavis known as the Osseus Key is said to be the most powerful of its kind. While the other devices of this kind that still exist within the Imperium are made from sanctified platinum, the Osseus Key is made from the knuckles and phalanges of deceased Imperial Fists heroes that fought in the Horus Heresy. It was scrimshawed with inhuman care and imbued with the mightiest machine spirits of the age. Only those Deathwatch officers who have proved their valour beyond all doubt are entrusted with the Osseus Key, for no portal can bar its bearer from entry, and no xenos machine can stand before his wrath.
- Plasma Gun 438 - The weapon denoted 438 in the Deathwatch armoury vaults is a Plasma Gun of ancient, pre-Heresy design. It has a noticeably different muzzle casing than that of later patterns and exposed cooling ducts. While the gun is undeniably a powerful weapon, its provenance is entirely unknown. As such, many of the Deathwatch refuse to contemplate its use, for fear it has been in the hands of Traitors, tainted with the blood of brethren.
- The Pleician Tome - The Pleician Tome was created by a senior Tech-Priest of the Adeptus Mechanicus, as a portable font of certain archives, templates and pieces of ancient lore. Even to a trained eye, the information is a seemingly random collection, with no easy means of navigation, and so it takes much study to glean anything relevant to a particular task. Indeed, only those with a wide knowledge of Machine Spirits and engine lore have any hope of understanding the information contained within. However, those with patience and the appropriate skills can find secrets of great use within the datacore.
- Deathwatch Relic Blades - A standard Power Sword is no better than a flimsy metal spike in the humbling aura of a Relic Blade. Remembrancer works from the Horus Heresy depict these magnificent Power Weapons in the hands of their heroes, and accounts can be found through the ages of how their wielders turned the tides of key battles. Few enough have survived the millennia, and only a precious handful of those are reserved for the Astartes of the Deathwatch. Relic Blades take various forms, but are always a great weapon of some fashion. They require two hands for even a Space Marine to wield. Most Relic Blades have been in the service of the Imperium longer than the Watch Fortresses that maintain them. Some predate the Horus Heresy, originally wielded by the first and most powerful of the Space Marines, only to be passed to the founders of the Deathwatch at the dawn of the Imperium that exists today. It is seen as fitting tribute to those ancient heroes that these giant powered blades are still used to defend Mankind to this day.
- Redemption of St. Sulech - A Deathwatch Kill-team posted to the isolated colony of St. Sulech was caught up in the fighting when an Ork raiding force attacked. Delaying their extraction and the completion of their mission, the Space Marines chose to join the defence. Brother Frosius, a Devastator from the Imperial FistsChapter, deployed in the highest tower of the Imperial shrine with his favoured Heavy Bolter, while the others remained below. Thanks to the devastating bursts of accurate fire from the tower, the Orks were defeated, but not without the loss of the rest of the Kill-team. Upon his return to Watch Fortress Erioch, Frosius was severely censured for the decision to stay and fight. To this day, his Heavy Bolter remains a symbol of honour, but also a disregard for orders.
- Remembrance Shield - Roughly four hundred years ago, the Deathwatch was engaged in operations against the Eldar of Craftworld Ulthwé. The xenos had been launching sudden raids in the Slinnar Drift Star Cluster, then disappearing before a military force could be mobilised. However, when a Kill-team secured information about a forthcoming attack, the Chapter was able to lay a trap. The next Eldar raid met not disorganised Guardsmen, but a large force of black-armoured Space Marines. The majority of the raiders were cut down, and the few survivors vanished back into their webway portals. To commemorate this crushing victory, a combat shield was fashioned, incorporating a number of large, deeply coloured jewels, taken as trophies from the fallen xenos. The shield must offend the Ulthwé Eldar greatly, for there have been numerous attacks over the intervening years apparently designed to seize the shield and kill the one who bears it. So far, all have failed.
- The Righteous Fist - A weapon from the first battles against Hive Fleet Dagon, the Righteous Fist is a massive, pitted and scarred Powerfist reputed to have crushed the skull of a Carnifex with a single blow. Repaired by the Techmarines of Watch Fortress Erioch, the Fist excels at taking on large targets, where its oversized grip is perfect for massive necks and limbs.
- Salvation of Correus - Deathwatch Brother Correus was seeking information about a high-ranking Dark Eldar known as Lady Malys, when he was captured, his mission compromised by a false lead. After many weeks of horrific torture in the dungeon of a Master Haemonculus, his tormentor bound Correus onboard a grav-craft, and forced him to watch a hideously devastating surprise attack on a Space Marine force. When another Battle-Brother was dragged, unconscious, onto the craft, Correus broke his bonds and grabbed the new victim's Combat Knife. He plunged the blade deep into the heart of the Haemonculus, before leaping to the ground. He was found several solar hours later by Space Marine Scouts, still clutching the weapon, and eventually returned to Erioch. The Combat Blade meanwhile was tainted with whatever vile concoction passed for blood in the Dark Eldar's veins. The slightest scratch from it now causes nightmarish visions and agonising pain.
- Shard of Bekrin - Among those defending the Shrine World of Bekrin from the invasion of Hive Fleet Dagon was Tarvos, a Blood Angels Battle-Brother in the service of the Deathwatch. During the evacuation of the world's clergy, Tarvos gave his life defeating a Hive Tyrant in a glorious display of heroism. Though his body was not recovered, his broken Power Sword was returned to the armoury of Watch Fortress Erioch. Remarkably, the weapon still hums with power though half its length is gone, and those that look upon its stained blade at once feel the power of the brother who once wielded it. The blade has since become a relic of the Deathwatch in the Jericho Reach and has found use both as an icon of valour and a weapon, especially against the Tyranid swarms.
- Skapulan Bolter - The Deathwatch of the Jericho Reach is strangely silent about the history of Watch Station Skapula, and how this lethal Bolter remains from the abandoned station. Techmarines fortunate enough to examine the advanced weapon frequently debate the number and nature of Machine Spirits necessary to achieve its flawless performance, but the most widely accepted theories place a union of over one hundred Machine Spirits within the casing of tenebrous alloys. In addition to accuracy and power unrivalled in other Bolters of its size, the Skapulan Bolter integrates a Fire Selector, a Targeter, and a melee attachment equivalent to a master-crafted Combat Knife.
- Skull of Brantor - This Servo Skull is unusual in that it is built around the cranium of a Space Marine, three service studs clearly embedded into the brow. Brother Brantor was a highly skilled tracker and marksman, and his current position allows him to continue his service to the Deathwatch. The skull is fitted with a low-noise anti-grav unit and various scopes and tactical sensors. As such, it has proved extremely useful for covert reconnaissance, and is regularly requisitioned for field missions.
- The Tome of Ectoclades - This grimoire, bound in the skin of the alien, holds the most powerful truths the Deathwatch has uncovered about its xenos foes. The bearer can ascertain the vulnerabilities of those he is about to face -- such knowledge has in the past saved not only the book's custodian, but entire worlds.
- The Thief of Secrets - The Power Sword known as the Thief of Secrets is inhabited by a machine spirit that has an unquenchable thirst for knowledge. When it tastes the vital fluids of an enemy, those liquids are absorbed into the blade and codified by the honeycombed array of logicum cells within. The biological secrets of the impaled creature are then analysed by the blade's machine spirit, allowing its wielder to exploit the stolen knowledge from that point on.
- Triflame Vambrace - This gauntlet was forged and first worn by a Techmarine serving in what is now the Orpheus Salient. The Deathwatch has long utilised shot selectors to deal with the unending diversity of aliens' deviant designs. This forearm-mounted flamer embodies the same idea: a variable feed of dihydropromethium to a trifurcated ignition chamber allows versatility in how the rare fuel is expended.
Deathwatch Appearance
Chapter Colours
Upon being seconded to the ranks of the Deathwatch by his parent Chapter, a Battle-Brother enacts a ritual in which his Power Armour is repainted black. Not all of the armour is repainted, however, for the right shoulder plate is left in its original colour so that the Astartes' original Chapter may be known. To obscure one's Chapter icon is regarded as an act that would anger the armour's Machine Spirit greatly and invite its ire at a crucial moment in battle. Thus, the origins of any Deathwatch warrior are clearly visible by the heraldry displayed upon his right shoulder. On the warrior's left shoulder he bears with great pride the ornate heraldry of the Deathwatch.
Aside from these details, the armour of a Deathwatch warrior is often decorated with a combination of Purity Seals and holy icons and symbols unique to his parent Chapter. Space Wolves, for example, commonly adorn their armour with all manner of runes and talismans derived from the culture of their homeworld of Fenris, and these can often be seen on the armour of Space Wolves serving in the Deathwatch. Blood Angels Space Marines are known to bear many small teardrop icons, while the Battle-Brothers of the Dark Angels Chapter often carry small winged sword pendants. The longer he serves in the Deathwatch, the more adorned with Purity Seals and devotional scripts an Astartes' armour becomes. Having faced the vilest horrors of the galaxy, the Battle-Brother knows that, ultimately, it is faith that defeats the xenos. While he carries the very finest arms and armour available, spiritual purity is the most deadly weapon the Deathwatch can bring to bear against their foe.
Chapter Badge
The shoulder plate and the entire left arm is electroplated silver, and polished to a high shine. At the centre of the plate is the icon of the Deathwatch -- the ancient Inquisitorial 'I', mounted with a death's head and crossed bones. This icon is set over the Litany Xenomortis, but at times some Battle-Brothers of the Long Vigil are known to engrave various devotional texts, including the Catechism of the Xenos and the Third Abjuration of Terra. Such passages remind the Battle-Brother of his duty at all times, and it is not uncommon for him to chant the lines of such prayers in battle, steeling his heart and those of his comrades against the evil of the xenos.
Sources
- Chapter Approved 2003, pg. 74
- Codex Adeptus Astartes - Deathwatch (8th Edition), pp. 3-29, 99
- Codex Adeptus Astartes - Deathwatch (7th Edition), pp. 6, 8-10, 26-31, 44-45, 109
- Deathwatch (Graphic Novel)
- Deathwatch: Bad Blood (Short Story) by Steve Lyons
- Deathwatch Core Rulebook (RPG)
- Deathwatch: City of Ruin (Short Story) by Ian St. Martin
- Deathwatch: Deadhenge (Short Story) by Justin D. Hill
- Deathwatch: Final Sanction (RPG)
- Deathwatch: First Founding (RPG)
- Deathwatch: Know No Fear (RPG)
- Deathwatch: Litany of War (RPG)
- Deathwatch: Mark of the Xenos (RPG)
- Deathwatch: Oblivion's Edge (RPG)
- Deathwatch: Rites of Battle (RPG), pp. 228-232
- Deathwatch: The Achilus Assault (RPG)
- Deathwatch: The Emperor Protects (RPG)
- Deathwatch: The Emperor's Chosen (RPG)
- Deathwatch: The Jericho Reach (RPG)
- Deathwatch: The Nemesis Incident (RPG)
- Deathwatch: The Outer Reach (RPG)
- Deathwatch: Honour the Chapter (RPG), pp. 138, 140-144
- Deathwatch: Rising Tempest (RPG)
- Imperial Armour Volume Two - Space Marines and Forces of the Inquisition, pg. 193
- Index Astartes II, 'Purge the Unclean - The Grey Knights & Deathwatch Chapter' by Graham McNeill, pp. 40-43
- Inquisitor (Specialty Game)
- White Dwarf 306 (UK), 'Chapter Approved: Deathwatch Kill-Teams,' by Graham McNeill, pg. 30
- White Dwarf 317 (US), 'The Fall of Medusa V'
- White Dwarf 287 (US), 'Last Stand of the Firebrands'
- White Dwarf 260 (AUS), 'Index Astartes - Purge the Unclean'
- White Dwarf 247 (US), 'Third War for Armageddon - St. Jowens Space Dock'
- White Dwarf 109 (2016), 'Kill Team Cassius'
- 13th Penal Legion (Novel) by Gav Thorpe
- Heroes of the Space Marines (Anthology), 'Headhunted' by Steve Parker and 'One Hate' by Aaron Dembski-Bowden
- Ultramarines: The Omnibus (Novel) by Graham McNeill, pp. 382, 454-455, 474, 487-488
- Victories of the Space Marines (Anthology), 'Exhumed' by Steve Parker
- Warrior Brood (Novel) by C.S. Goto
- Warrior Coven (Novel) by C.S. Goto
- The Hunt for Vulkan (Novel) by David Annandale, Chs. 3-4, Epilogue
- The Beast Must Die (Novel) by Gav Thorpe, Ch. 3
- Watchers in Death (Novel) by David Annandale, Ch. 3
- The Last Son of Dorn (Novel) by David Guymer, Chs. 17-18
- Shadow of Ullanor (Novel) by Rob Sanders, Ch. 7
Gallery
Deathwatch Alternative Chapter Badge
Deathwatch Banner of Talasa Prime
Deathwatch Banner of Praefex Venatoris
Deathwatch Banner of Onyx Patrol
Deathwatch Banner of Fort Pykman
Deathwatch Banner of Furor Shield
Deathwatch Banner of the Eye of Damocles
Deathwatch Banner of the Jericho Reach
Deathwatch Banner of Watch Fortress Erioch in the Jericho Reach
Icons of the various Deathwatch Watch Fortresses
Deathwatch Battle-Brother of the Ultramarines
Deathwatch UltramarinesVeteran
A Deathwatch Astartes commits his fellow Battle-Brother's soul to the Emperor
A Deathwatch Kill-team, including a rare Dreadnought drawn from the Imperial Fists, faces Chaos Space Marines
A Deathwatch Watch Commander
Red Scorpions Master Apothecary of the Deathwatch
A Deathwatch Chaplain from the Dark AngelsChapter
Space WolvesIron Priest assigned to the Deathwatch
A Blood AngelsDeathwatch Keeper
A Deathwatch Champion slays a SkulltakersChaos Space Marine
The Deathwatch stand guard to protect the Emperor's realm
A Deathwatch Kill-team faces the xenos foes of the Emperor
A Deathwatch Kill-team in action
A Deathwatch Space Marine of the Blood AngelsChapter ready to strike down a Dark Eldar
A Deathwatch Chaplain from the SalamandersChapter in Terminator Armour performing the rites of battle
A pair of Deathwatch Astartes greet one another in a warrior's embrace
Deathwatch Assault Marines fight the Tyranids in the sky
This page is in need of cleanup. Srsly. It's a fucking mess. |
Warhammer 40k Deathwatch Codex Pdf Download
- 1Why Play Deathwatch
- 2Special Rules
- 4Stratagems
- 6Wargear
- 7Unit Analysis
- 7.1HQ
- 7.3Dedicated Transport
- 7.4Elites
- 7.5Flyers
- 7.6Fast Attack
- 7.7Heavy Support
- 7.9Lords of War
- 8Tactics
- 8.1Without Allies
- 8.2With Allies
Why Play Deathwatch[edit]
Cover art for the 7th Ed codex. Yes, he has a Necron sword. Just plug in the batteries....
The battle-brothers of the Deathwatch are the foremost xenos hunters in the Imperium. They are a black-clad brotherhood of noble warriors, bound by ancient oaths to defend Mankind from the alien, no matter its form. Hand-picked from the breadth of the Adeptus Astartes for their expertise in the slaughter of xenos threats, each of those who have joined the Long Vigil is a hero, tempered in the furnace of conflict and girded for battle with an arsenal of specialist weaponry. When the Watch Companies of the Deathwatch go to war en masse, there is no alien in the expanse of the galaxy that they cannot overcome.
'Amongst a hundred men, there may be none fit for the Adeptus Astartes. Amongst a hundred Space Marines, there may be none fit for the Deathwatch.'- Watch Captain Brand MacLir
Pros[edit]
- Operators operating operationally - The Deathwatch is the Imperium's premier xenos-hunting special forces, and as a result get the best gear.
- Codex: Your Dudes - The relatively small model count and composition of many different chapters allows for great modelling and character opportunities. More so than any other army - you can really individualize each model, as they are all experienced veterans from different chapters. Trade bits with other Marine players to make each model stand out. Run your Kill-team from the Deathwatch RPG as part of your army!
- On top of that, because of the customizability and huge variability in gear, (And because GW is allergic to balance,) Deathwatch are one of the strongest armies in a Power Level game if you capitalize on the fact that you've got access to tons of expensive equipment. Consequently Deathwatch are the poster children for why Power Levels don't work and nobody except GW uses them, so unless you're playing at a GW event, using Deathwatch in Power Level games will immediately convince your opponent to never run Power Levels again.
- Awesome Paint Scheme: Because Black and Silver is the new Black.
- Quick and easy to get onto the table - The simple (but awesome) paint scheme, combined with the low model count, means Deathwatch are oneof the fastest armies to get built, painted, and battle-ready. And, if you like to play Sternguard and Vanguard veterans as count as Deathwatch, you likely already have the beginnings of a kill-team or two ready to go.
- Forge World Support: As of the latest FAQ (1.1), Deathwatch can now field units from the Index: Forces of the Adeptus Astartes book. This opens up a wealth of possibilities with access to tons of dreadnoughts, flyers, tanks, super-heavy transports, and other craziness.
- No longer are your Veterans just Sternguard in disguise, you are now the only guys with access to special issue ammunition
- One of two armies with the Frag Cannon. Though somehow only Deathwatch have the portable version while Blood Angels are limited to mounting Frag Cannons on their Dreadnoughts.
- Because Squad Loadout is the personal theme of your local gaming group.
- You're a fan of X-COM and the FFG board game just doesn't work for you. With some work, Inquisition allies means you can build a fully upgraded Psi-operative and a close approximation of the Commander's Avatar. Tech-Priest Lily Shen and misanthropic snarky robot sidekick costs extra.
- Corvus Blackstar, the coolest looking flyer in the game.
Subjective. 'Objectively subjective'. - One of two factions that can take Terminators in the troops slot(for now). Though yours require a bit more work than Grey Knights as they are add-ons for Power Armor squads. You could count Space Wolves but they only get one Wolf Guard Termi per squad as an upgrade.
- Lots of wound re-rolls and a focus on adaptability. With Stratagems geared against specific xenos foes and bonuses against units with specific battlefield roles, list tailoring is a cinch.
- Primaris-friendly; access to Special Issue Ammunition and mixed squads does a lot to address the NuMarines' issues with overspecialization.
- Excellent anti-horde capabilities. Between frag cannons, storm bolters with SIA, combi flamers, decent amount of melee attacks and more, your veterans can handle any horde with ease.
Cons[edit]
- Low model count - Just like the Grey Knights and Adeptus Custodes, each model is extremely expensive, even when compared to other Space Marine chapters, without gaining much by way of added durability.
- There are some oddities with loadouts and conversions when compared to the Vanilla Marines.
- You're still Space Marines, and still vulnerable to anything that they struggle with (especially when it comes to non-xenos armies).
- If you're not keen on Forge World models or Primaris Marines, you'll need some allies to patch the miles-wide hole in your long-range shooting game.
- Having a squad where every single model has a different equipment loadout can make for slow play despite the low model count as each weapon is resolved individually, to say nothing of keeping track of how their rules interact with each other. Not recommended for beginners who need to constantly refer to datasheets.
- While you'll do fine against Xenos, if you face off against Imperium or Chaos you'll be shit out of luck.
- If you're lucky, 4 of your Stratagems will be meaningless. If you're unlucky? 5.
- This is not a beginner army by any means, mastery of the Deathwatch will take time and a lot of trial and error. Knowing which Battle Tactic to use and how to set up your squads is crucial to success.
- No regular apothecaries only Primaris ones can be fielded
Special Rules[edit]
- And They Shall Know No Fear: Re-roll failed morale tests, same as it is in the other Space Marine armies.
- Defenders of Humanity: Objective Secured, also like the other Space Marine armies.
- Bolter Discipline: We 2nd Edition now. Astartes and Heretic Astartes models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:
- target is in half range
- if the model didn't move during the previous Movement Phase
- if the firing model is a Terminator, Biker, Centurion or Dreadnought
This doesn't stack on top of itself, but the rule allows for Space Marine gunlines to be slightly more threatening. Standing still will give your Marines the full Rapid Fire benefit, while Dreads, Terminators, Bikers and Centurions now have their full firepower at all times.
- As of the latest FaQ, it was (somewhat justifiably) decided that letting Deathwatch have Bolter Discipline and SIA at the same time would be a bit excessive. As such, Bolter Discipline functions as an additional choice for SIA instead of being on all the time.
Mission Tactics[edit]
At the beginning of each battle, all units with this rule (e.g. infantry, bikers, and Dreads) gain the ability to re-roll 1s to wound against anything belonging to one chosen battlefield role (i.e. against all enemy HQs, or all enemy Troops, or all enemy Heavy Support, etc). Several methods exist for switching the Mission Tactic mid-battle, allowing for considerable versatility.
The Tactics and their corresponding target battlefield roles (re-roll 1s to wound against all enemies from that role) are as follows:
- Furor Tactics: Troops
- Venator Tactics: Fast Attack
- Dominatus Tactics: Elites
- Malleus Tactics: Heavy Support and Lords of War
- Purgatus Tactics: HQ
- Raptoris Tactics: Flyers
Special Issue Ammunition[edit]
Any weapon from the following list may may choose to fire special issue ammunition. All models in a unit must use the same SIA, even if targeting separate enemy units, unless using the Optimized Volley Stratagem.
- Absolvor Bolt Pistol
- Auto Bolt Rifle and Master-crafted Auto Bolt Rifle
- Bolt Carbine
- Bolt Pistol
- Bolt Rifle
- Boltgun and Master-crafted Boltgun
- Combi-Flamer, Combi-grav, combi-melta, and combi-plasma (boltgun profile only)
- Guardian Spear
- Heavy Bolt Pistol
- Hellfire Extremis (boltgun profile only)
- Stalker Pattern Boltgun
- Stalker Bolt Rifle and Master-Crafted Stalker Bolt Rifle
- Storm bolter
- Twin Boltgun
Rule of thumb is choose the ammo that affects whatever the enemy has in abundance. Multiple debuffs to hit? Dragonfire. T5? Hellfire. None of the above/Wears cardboard or better? Kraken. Vengeance, if you are in range. Note you cannot use Bolter Discipline while using any of these ammo choices.
- Dragonfire Bolts: Add +1 to hit when shooting at a unit in cover. This is okay, but Space Marines are pretty decent shots already. The real problem with units in cover is not that you can't hit them, but the fact they get better saves, and Kraken helps with that. Where it does shine is against light units that hog cover and have To Hit debuffs; Eldar Guardians & Rangers are the most blatant example, but Jormungandr Tyranids, Stygies AdMech, and the like fit the bill too. Anything with either T4 or a 4+ save is better dealt with other things.
- Hellfire Rounds: Wounds everything except vehicles and Titanic units on a 2+, which against T5 and up is far better than other ammo types. Improving wounding from 5+ to 2+ means 2.5x the damage output of ordinary bolts, and improving from 6+ to 2+ means increasing damage output by a whopping 5x of ordinary bolts. To compare with the penetration bonus from Kraken, AP-1 is only 2x damage against 2+ saves, and 1.5x damage against 3+ saves. Considering the new 8E wounding chart and how difficult it is to get a 2+ To Wound these days, Hellfire rounds are golden.
- The addition of Mission Tactics can turn this into a re-rollable 2+ to wound when targeting units with the right Battlefield Role, so exploit this if your opponent fields a lot of units that have a common Battlefield Role. Basically this is a 97.2% chance to wound, greatly simplifying mental estimates (and turning your enemies into mulch).
- Kraken Bolts: Add 3' to the range if the affected weapon is a pistol, 6' range otherwise. Improve the AP by one to a maximum of -2. This essentially turns your Boltgun into a Bolt Rifle, and your Bolt Rifle into a better Stalker Bolt Rifle. Mighty useful, since it both debuffs AND lets you play with range: turns your Bolter into a Bolt Rifle, an Autobolt into two Bolt Rifles, a Bolt Rifle into a better Stalker Bolt Rifle, SBRs outrange Heavy Bolters, etc. But most importantly, it might put the enemy in Rapid Fire range: while one Hellfire round can be a bigger improvement, shooting two Kraken rounds is simply better.
- Vengeance Round: Subtract 3' from the range of your pistol or 6' from other weapons. Improve the AP of the weapon by two to a maximum of -3. Phenomenal when you're in range for it, given that Bolters normally have AP0; against 2+, this is 3x output, and 2x against 3+. The best ammo against T4 and smaller, unless Kraken gets to shoot twice.
- Bolt Rifles, Stalker Bolters & Stalker Bolt Rifles become like budget Plasma Guns/Incinerators, able to deliver AP-3 at comfortable range, from a unit in the Troops section.
- Mind the range reduction! Since deepstrikers arrive at MORE than 9' away, this means Termie Stormbolters won't be in RF range, and Reiver Heavy Pistols won't get to shoot at all. Bolt Carbines and Auto Bolt Rifles, being Assault 2 instead of Rapid Fire, don't have that much of a problem.
- DO NOT USE AGAINST VEHICLES ON ITS OWN. Not even against anything Gravis-sized, really. Vengeance rounds, though AP-3, still only do 0.15 wounds against those targets since the Strength value of the attack is unchanged. Want to kill a Sentinel using Vengeance? Get ready to shoot it 40+ times, then. Really, that's what the Tempest Shells Stratagem is for.
Mixed Units[edit]
If you have a squad with mixed toughness scores (by adding bikes to a veteran squad for instance), you use the majority toughness for the unit. If there is an even split, you choose.
Warlord Traits[edit]
- Bane of Monstrosities: You can re-roll failed wounds rolls for your Warlord when attacking enemy Vehicles or Monsters. The former? Useful against Orks, Tau, Necrons, and Eldar. Monsters? Well, who else but Tyranids? Do note this is in no way restricted to Xeno units; the Vehicles keyword includes a great many Imperial and Chaos armies, and there are a good number of Chaos Monsters as well (looking at you, Daemons). Hilariously, Big Bobby G. himself is affected by this due to having the Monster keyword!
- Lord of Hidden Knowledge: Once per battle, if your warlord is on the battlefield, you can re-roll a single hit roll, wound roll, damage roll, or saving throw made for your warlord. In addition, if your army is battle-forged, roll a d6 each time you use a Stratagem. On a 5, you gain a command point. Any Command Point recovery Warlord Traits is a valuable one, no matter what codex it gets copypasted into.
- Castellan of the Black Vault: +1 damage to a weapon the Warlord Carries. Cannot be a relic, including the relic Banebolts of Eryxia. Interesting for a Storm Bolter or Master-crafted Auto Bolt Rifle. It can also turn your Captain's Thunder Hammer into something akin to a reliable Heavy Thunder Hammer.
- Very useful for a Watch Master since the Guardian Spear is his only weapon and will benefit both for shooting and in melee, so it benefits the most and becomes very powerful.
- The Watch Eternal: Friendly Deathwatch models within 6' of your Warlord don't lose their last wound on a 6. Only the last wound, so Primaris don't benefit that much, though it still gives your Apothecaries an easier time. Interestingly, it's not restricted to infantry, so roll for your tanks too.
- Vigilance Incarnate: Once per battle, you can choose to swap out your army's current Mission Tactic for another one. It can only be used once, but unlike Adaptive Tactics it doesn't cost CP to use. While a bit of an overkill, putting this on a Watch Master with the Tome of Ectoclades can let you kill enemy brigades section by section. Watch Captain Artemis gets this trait.
- Nowhere to Hide: Select an enemy unit at the start of each Shooting phase. That unit cannot claim cover against attacks made by Deathwatch units within 6' of the warlord. Since cover is usually +1 to saves, this can effectively turn your Kraken into long-range-Vengeance. It also affects vehicles too. Suck on this, Markerlights.
Stratagems[edit]
Codex Space Marines Copypastes[edit]
- Armour of Contempt (1 CP): Gives a 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 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 Infantry model with a Missile Launcher fires at an enemy unit with the 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 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 Monsters, damaged vehicles, and units with a good Invuln save.
- Only In Death Does Duty End (2 CP): Use it when Deathwatch 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.
Deathwatch Specific[edit]
- 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 Chaos, Imperium, or Unaligned factions. So, Tyranids, Necrons, Orks, Tau and Eldar of all kinds. Because that's what 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 Troops
- Venator: +1 to wound against Fast Attack
- Dominatus: +1 to wound against Elites
- Malleus : +1 to wound against Heavy Support and Lords of War
- Purgatus : +1 to wound against HQ
- Raptoris : +1 to wound against 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 Deathwatch infantry model with access to Special Issue Ammunition may target an enemy 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.
- Honour Your Brothers (3 CP): At the end of the Fight phase select a Deathwatch Infantry or 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 DEATHWATCH INFANTRY unit or 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 allied BATTALION.
- Overkill (1 CP): Anti-Necron. Use at the start of the enemy turn before a Necron player rolls their reanimation protocols. Pick a necron unit with 12' of a Deathwatch unit. They subtract one from their reanimation rolls.
- Stem the Green Tide (2 CP): Anti-Ork. Use when a Deathwatch unit shoots overwatch at a charging 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. Only 4 kills needed to completely deny a 9' deepstrike charge, and even a single casualty debuffs the Here We Go chance from roughly 1/2 to 1/3.
- Synaptic Severance (2 CP): Anti-Tyranid. Lets a unit snipe 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
- Intercepting Volley (2 CP): Anti-Eldar. Use AFTER an Aeldari unit that can fly moves. Pick a 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 Eldar that can 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-Tau. Use after an enemy 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
Tactical Objectives[edit]
- 11 - Dominate
- 1 VP in the end of the turn in which this Tactical objective was drawn if you control the closest objective marker to the enemy Warlord. If aforementioned Warlord was slain or is not on the battlefield (e.g. the opponent was planning to deep strike him and you drew this on the first turn), your opponent picks an objective marker you should control.
- 12 - The Long Vigil
- When this Tactical Objective is drawn, roll D6. Score 3 VP if you control the corresponding objective marker at the end of 3 (!) consecutive (!!) turns. Um...good luck?
- 13 - Kill Team Strike
- 1 VP if you destroyed at least one enemy unit this turn. If the last model in at least one such unit was destroyed by a friendly unit of Veterans or Intercessors, score D3 points instead.
- 14 - Crippling Blow
- 1 VP if one enemy Character was slain this turn, or D3 if two or more of them were.
- 15 - Priority Target
- When drawing the objective, determine which of your opponent's model has the highest Power Rating; if there's a tie between multiple models, your opponent choose one of them. 1 VP if you annihilate the model, which rises to D3 if it was also a Monster.
- 16 - Suffer Not the Alien
- 1 VP if at least one enemy unit was destroyed during this turn. Score D3 points instead, if at least one of destroyed units had the Aeldari, T'au Empire, Necrons, Orks or Tyranid keywords.
Wargear[edit]
In addition to the standard Space Marine fare of Ranged and Melee weapons, the Deathwatch get access to some of the rarest and deadliest wargear the Imperium has to offer.
Ranged Weapons[edit]
- Assault Bolter: 18', Assault 3 S5 AP-1. Would be a really good gun on assault units. Unfortunately exclusive to Inceptors. That said, you can still perform effective hit and run attacks with it, aided by the Inceptors' ability to shoot after falling back.
- Auto Boltstorm Gauntlet: A 3-shot Auto Bolt Rifle with 6' less range. Dual-wielded by Aggressors.
- Boltgun: You know what a bolter is, but if you somehow forgot it's 24' Rapid Fire 1 S4 AP0 1 D. The new AP system hurts it, as it no longer completely invalidates GEQ saves.
- Bolt Carbine: An Assault 2 Bolter, exclusive to the Reiver Squad.
- Bolt Rifle: A Boltgun with 30' range and AP-1 making it more effective exclusive to Intercessors.
- Auto Bolt Rifle: The automatic version, an Assault 3 Bolter. Better than the Bolter and Bolt Rifle when not factoring in Stratagems or shooting at anything with armour. Combine with the Tactics to overwhelm your enemies with bolter fire up to 24 inches away!
- Stalker Bolt Rifle: Not a sniper rifle, lest it invalidates Scouts too. 36' Heavy 1 AP-2 and now D2(!) Bolt Rifle, to give far away targets more than just a poke. Turns Intercessors into something akin to Troop Sternguard.
- Stalker Pattern Boltgun: The special Deathwatch Boltguns, these bad boys are 4 points each, sporting 30' Heavy 2 S4 AP-1 D1, but you'll always be using an improved Special Issue Ammo profile. Tragically, they lost the Sniper rule from 7th ed, but are still a dependable and versatile choice for a ranged unit. The extended range for your two shots will get you more mileage out of Special Issue Ammunition compared to standard Boltguns, but you need to hold still to make the best use of it. Changes to Heavy weapons in 8th do allow for you to move and shoot these with a -1 to-hit penalty, however.
- Combi-Weapon: Massively reworked, No longer Single Use, and can even be fired alongside the Bolter part now, at -1BS. But Combi-Flamers don't care for no BS. Available to Veterans, Terminators and non-Primaris Characters. Combi weapons are only 3p more expensive then their normal special weapon counterpart. And with the Special Ammunition the extra Bolter shots are really worth taking a combi weapon.
- Master Crafted Weapon: Variant of a Boltgun, Auto Bolt Rifle or Stalker Bolt Rifle, for your Captains. The Boltgun gets +1 damage and +1 AP, the others only get +1 damage.
- Guardian Spear: A Master Crafted Boltgun when shooting. Nicked from the bananas.
- Storm Bolter/Combi-Bolter: Cheap as chips Rapid Fire 2 Boltgun, available to Termies, Vets and vehicles. No longer an assault weapon, it's especially nasty at Rapid Fire range. Quite a bargain, even more so as they now have access to special ammo. A unit of 10 termies with storm bolters can put out 40 BS3+ S4 Ap0 D1 shots, or 20 BS3+ shots that either wound on 2s, have AP-2 but 6' less range, or have AP-1 with 6' more range when outside rapid fire range. When inside RF range (such as, I don't know, when you deepstrike the termies 9' away from a target), you put out the full 40 shots, and can use SIA. So, with a termie watch captain nearby, you would have 40 shots hitting on 3s, rerolling 1s, with S4 (or just wounding on 2s) AP-2 (or AP0 if you decide you'd like to pile on more wounds instead, such as against custodes). See that horde? Now you do, now you don't.
- Bolt Pistol: A bolter in pistol form, meaning you can fire it in melee. Just don't forget it's there.
Unlike other Marine codices, your Deathwatch units have to pay a point for it (bcuz SIA)We don't have to pay a point for it anymore and you can't shoot Pistols alongside your other gun types. Either buy your units a melee loadout or swap it out for a chainsword.- Heavy Bolt Pistol: More like Better Bolt Pistol, with AP-1. Exclusive to Reivers.
- Absolvor Bolt Pistol: Designed to give the Emperor's Mercy to Xenos and Battle Brother alike, it is the Hand Cannon of the Bolt Pistols, with 1 Heavy Bolter shot at 16'. And it still benefits from SIA.
- Reductor Pistol: Designed to remove geneseed from dead marines, or if your feeling motivated, punch a hole through a nobz' skull. A Bolt Pistol with 2 damage and -3 AP, but a pitiful range of 3'.
- Deathwatch Shotgun: The Deathwatch Shotgun uses its own selection of special shells and slugs for your xenos-purging needs. Versatile, awesome-looking. Its 3pts cost looks bad when compared to a 4pts Storm Bolter that can deliver twice the firepower, but it lets your marinelets advance, unlike the Storm Bolter. Which you'll need to do, since it's short to very-short range.
- Cryptclearer Round: 16' Assault 2 S4 AP0 D1. Re-roll failed wound rolls. Meh. You already reroll 1s, and Hellfire rounds wound on (rerollable) 2+.
- Xenopurge slug: 16' Assault 2 S4 AP-1 D1. If the target is within half range (8'), becomes D2. Useful ONLY against multiwound models (or with FNPs) in half range, aka melee distance. Otherwise use Kraken rounds.
- Wyrmsbreath shell: 7' Assault D6 S3 AP0 D1. Autohits. Essentially a weaker Flamer/up-gunned Hand Flamer, but MUCH more cost-effective, whilst still being relevant outside ultra-close range, due to its other ammo types.
- Hand Flamer: 6' Pistol D6 S3 AP0 D1. Autohits. Only costs 1 point now. Put two of them on a vanguard veteran and go burn some xeno hordes.
- Inferno Pistol: 6' Pistol 1 S8 AP-4 D1d6 with the same 'half range keeps best of 2 dice for Damage' the melta has.
Since this bad boy costs more than the actual Meltagun or Combi-Melta,it actually costs 7 pts, so you could see it more like a big-guy-killing melee weapon that also happens to be a pistol, than an actual pistol. Point at nearest alien monstrosity and stare through the smoking hole that used to be their chest.- Modeling Note: If you're converting or for whatever reason don't have one to hand, the barrel of a meltagun glued onto a grav pistol makes a pretty neat-looking counts-as.
- Plasma Pistol: Fairly effective against MEQs when fired normally, a TEQ-killer when supercharged, but Gets Hot! now risks outright killing the user. A high risk-high reward pistol, your Captain's rerolls reduce Gets Hot to a 1/36 chance. Good against everything, really, as plasma can even wound tanks.
- Plasma Exterminator: 18' Assault Plasma Cannon. Good for killing Heavy Infantry.
Special Weapons[edit]
- Flamer: An Assault D6 S4 AP- weapon with 8' range which automatically passes rolls to hit. A classic anti-horde option, now they number of hits is independent of the number of enemies — 20 bunched Guardsmen suffer the same number of hits as 2 terminators: 3.5. Meh, at least it's cheap. Can't overwatch against charges starting more than 8' away, but those aren't reliable anyway, so a flamer is still good in those cases. Don't bother trying to hit airborne units, as they're too tough and armoured.
- Flamestorm Gauntlet: A Power Fist with Co-axial Flamer. Dual-wielded by Aggressors.
- Grav-Gun: 18' Rapid Fire 1 S5 AP-3 D1, upgrading to D1d3 if the target has a 3+ save or better. No longer a plasma-killer, and while it costs a bit more, has a shorter range, and is less likely to wound things with high Toughness, it can reliably reliably (and safely) kill heavy multi-wound infantry (like Primaris) while no longer being useless against smaller models.
- Meltagun: 12' Assault 1 S8 AP-4 D1d6, becoming best of two 1d6 Damage at half range. Good against anything with lots of wounds, be they Vehicles, Monsters or even Heavy Infantry. At 12' range Supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get to half range. While you can advance to close the gap, it is convenient that the unit's other weapons are assault weapons as well. You can't deepstrike closer than 9', however.
- Auxiliary Meltagun: Remember how that one Salamanders guy in Overkill has a meltagun on his Powerfist? Yeah, well now every Terminator can have it including the Terminator Watch Captain!
- Modelling Note: Branatar is the only model in the range that has it, so unless you have extra Chainfists and Meltaguns lying around, replacing either arm on Branatar model is very easy, or just get Inferno Pistol, cut off the grip, glue to power fist, done, they are very cheap on bits sites since no one was buying them before. Another way to model these auxiliary weapons is to grab the unused melta bits from your Devastator Centurions and attach them to your power fists.
- Auxiliary Meltagun: Remember how that one Salamanders guy in Overkill has a meltagun on his Powerfist? Yeah, well now every Terminator can have it including the Terminator Watch Captain!
- Plasma Gun: You know what a Plasma gun is too, but for reference it's 24', Rapid Fire 1, S7/8 AP-3 1/2 D. As much of an all-rounder as the marine wielding it.
- Plasma Incinerator: A Primaris Plasma Gun, because Cawl wanted to make marine guns' as insecure as their wielders. Better 30' range lets it not only rapid fire from further away, but outrange enemies. Better AP-4 makes them a menace even for tanks.
- Assault Plasma Incinerator: Lighter 24' Assault 2 Str 6/7 version of the Standard Plasma Incinerator. Easier to make it cost effective, as it shoots double than the Standard version from 16'-24', still wounding most infantry on a 3+. The supercharge is still good D2, it just doesn't wound enemies on a 2+.
- Heavy Plasma Incinerator: The other end of the spectrum. 36' Heavy 1 Str 8/9 lets you wound infantry on a 2+ without having to supercharge, and makes it effective against tanks, enjoying great range. Which you should keep, because it's not Rapid Fire like the other variants. More cost effective against vehicles than against infantry, but it does the job nicely.
- Plasma Incinerator: A Primaris Plasma Gun, because Cawl wanted to make marine guns' as insecure as their wielders. Better 30' range lets it not only rapid fire from further away, but outrange enemies. Better AP-4 makes them a menace even for tanks.
Melee Weapons[edit]
- Heavy Thunder Hammer: An enormous two-handed Thunder Hammer built for smashing in Xenos heads, this 30 point melee weapon hits at a staggering SX2, AP-3, D6(!) Damage. Further, Wound rolls of 6 automatically cause 6 Damage. It has the same -1 to-hit penalty of a regular Thunder Hammer, so make sure you've got a source of re-rolls to make every swing count (cause hitting 50% of the time ins't good enough). Taking a melee weapon that costs more than the marine who's carrying it isn't always a great choice, but multiple lascannon-strength melee attacks boosted by Mission Tactics can lay low even the biggest of xeno monsters (or enemy vehicles and characters). Be wary of overkill and choose your targets wisely - if you're killing enemies with 3 wounds or less, the regular Thunder Hammer is cheaper at 16 points and does a consistent 3 Damage, but if you fancy ghetto stomping a carnifex, here is your weapon of choice. Notably, the Heavy Thunder Hammer replaces both weapons and can only be taken by standard Deathwatch Veterans and Vanguard Veterans.
- With a Doctrine Stratagem active, the damage boost occurs on a 5+ due to adding 1 to the wound rolls.
- Guardian Spear: Only available to the Watchmaster, this Custodes weapon is essentially a Master-Crafted Bolter combined with a Relic Blade. S+1, AP-3, D3 Damage provides a nice balance between S, AP, and damage for good mileage against most targets.
- Xenophase Blade: Literally jacking Necron Phase Swords, it's a Power Sword that forces successful invuln saves to be re-rolled. A 3-point upgrade over the standard power sword, it's not a bad choice at all, particularly when facing enemies who fall back on invuln saves against your AP -3 blade. Vet Sergeants and Watch Captains can take this.
- Power Weapons: Sword is Suser AP-3, Axe is Suser+1 AP-2 and Maul is Suser+2 AP-1. None give extra attacks. Bear in mind that Doctrine stratagem can give +1 to wound and mission tactics gives reroll ones to wound, but we don't have bonus to AP. As such the sword should be preferred in almost all cases where you need a one handed melee weapon.
- Power Sword:
- Power Axe:
- Power Maul:
- Power Fist:
- Thunder Hammer: Regular thunder hammer. Compared to the heavy version, it trades one handedness for a fixed damage of 3. Perfectly reasonable against things with 3 or less wounds, especially as it allows you to also grab a combi-something to go with it.
- Chainsword: Free, but does give +1A at Suser AP0. Reasonable backup for a shooty unit rather than something to give a melee unit.
- Lightning Claw: Rerolling wounds overlaps with mission tactics, so don't use against your current mission tactics target. Doctrine helps though, going from rerollable 4+ (75%) to rerollable 3+ (88.8%) against many targets, but thunder hammers may need that buff more. Hitting things with T8+ is suboptimal but you'll still get 30.5% wound rate, so can do something in a pinch. Benefits greatly from reroll to hit, e.g. pair with a captain, chaplain, or watch master. Bog standard vets have access to these, so you can get 32 attacks with reroll to wound and -2AP out of a troops slot, perfect for murdering hordes.
Heavy Weapons[edit]
Kill Teams can grab up to 4 of these weapons in a single squad (Note: due to a further change to the April 2019 FAQ, these options, as with the Heavy Thunder Hammer, replace both weapons, so now we can't take Storm Shields with them anymore):
- Deathwatch Frag Cannon: Giant. Beltfed. Shotguns. Sporting 2 firing modes and coming in at a costly 25 points, the Frag Cannon is still an incredible weapon option for the Deathwatch. Frag rounds act like double Heavy Flamers with 8' Assault 2D6 S6 AP-1 D1, autohitting. The solid shell rounds hit at 24' Assault 2 S7 AP-2 D2, but get stronger at close range, dealing S9 AP-3 D2 hits at 12' or less. Whether it's providing brutal Overwatch, shredding infantry, or mulching terminators and other multi-wound models, the Frag Cannon gets the job done. Special mention to the deep strike potential for solid shells.
- The Frag profile is strictly better than taking two heavy flamers (if you could do so), at 4 points cheaper and +1S, and will completely outperform the Infernus Heavy Bolter against anything in 8'.
- The Shell profile is going to behave a lot like a two shot lascannon up close that deals 2 damage instead of 3.5, with some important differences when shooting exotic defenses like Quantum Shields or Serpent Shields.
- Due to its cost, this profile will usually underperform a meltagun at the same range, although obviously it can shoot out to 24' if it has to; you should be regarding this weapon as a seriously up-gunned Twin Heavy Flamer, rather than a lascannon or meltagun variant.
- Heavy Bolter: 36' Heavy 3 S5 AP-1. Good against hordes at long range due to its high number of attacks, and still useful against lighter vehicles. It's most efficient against hordes with bad/no save, or things that rely primarily on a weak invulnerable save, like daemons. Good cheap way to throw out mortal wounds with hellfire shells
- Heavy Flamer: A Flamer with S+1 and AP-1. More effective against armored targets than its smaller brother (and for GEQ a AP-1 is already a 50% reduction on saves), but cannot be fired after advancing because it's finally Heavy in this edition.
- Infernus Heavy Bolter:A combi Heavy Bolter/Heavy Flamer. Costs 20 points and can be fired together like other combi-weapons, imposing a -1 to-hit penalty which the auto-hitting Heavy Flamer component gives precisely 0 shits about. Bear in mind that if you're shooting on the move, the Heavy Bolter already has a -1 to-hit penalty. The frag cannon is 5 points more, but simply does the job far better
- Missile Launcher: Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as a Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. This weapon is usually avoided by other armies, but the deathwatch mix and match their squads and field less marines so the missile launcher's versatility becomes more desirable.
Other Wargear[edit]
- Storm Shield: Gives you a 3+ Invulnerable save. Can be taken by everyone except Terminator Captains and Terminator Librarians. As of Chapter Approved 2018, Deathwatch marines no longer pay a 15 points for these; they pay the standard 2 for vanilla units and 10 for Characters. It will keep characters alive and annoy the crap out of your opponents, but you may be better served by keeping it simple and loading up on more marines.
- When your opponent tries to kill you IRL for making your army stupidly survivable, remind him that you only did it to try and make his life simpler, as now he doesn't need to worry about the AP modifiers of his weapons
- Deathwatch Teleport Homer: This exceptionally-useful piece of tech allows a unit to teleport to a pre-determined location during the movement phase instead of moving normally (even if they're locked in combat). During deployment, the homer is placed anywhere in your deployment zone. If an enemy model comes within 9' of the homer it is destroyed. During your movement phase, a unit which contains a Deathwatch Terminator can teleport to the homer, setting up within 6' of it, after which the homer is destroyed. The wording allows for units to share teleport homers as well - you don't have to move your unit to the particular homer they placed. Use it to rescue ranged units from melee units or simply re-position a Kill Team.
- Combat Shield: A cheap 5+ invuln save. Unlike the Storm Shield it doesn't replace anything, so you can keep your guns with it.
Relics[edit]
- Beacon Angelis: Once per battle, at the end of your movement phase, you can teleport a Deathwatch Infantry or Biker unit from any point on the battlefield or from reserve to within 6' of the bearer and more than 9' from enemy models.
- Tome of Ectoclades: At the start of each turn, pick a Mission Tactic. Anyone within 6' of the bearer may use that Mission Tactic instead of the one currently affecting the army.
Of course, this means a unit needs to have a Mission Tactic to begin with, so vehicles aren't affectedYour weapons already give you flexibility, now so do your Mission Tactics.- Note that in the recent FAQ (v1.4, 29/05/2019), the Tome is capable of giving the Mission Tactic to a Deathwatch unit that does not have the Mission Tactics rule (Either because it is a unit that does not have the rule, or because it is not in a battleforged detachment). Enjoy giving it to your Vehicles! (Page 3, first item)
- Banebolts of Eryxia: +1 damage to a ranged weapon shooting special ammunition, and each wound roll of 6+ made for any special ammunition causes one extra mortal wound in addition to the normal damage. Cannot be combined with the warlord trait 'Castellan of the Black Vault'.
- Mighty on Storm Bolters, which can net you up to 8 damage at close range and have more chances to do those MW. And since they happen on a 6+, the Doctrine Stratagems will trigger MW on a 5+.
- Put on a primaris captain with MC stalker boltrifle and hellfire up, point at a carnifex, and enjoy hitting on a 2 rerolling 1s, wounding on 2+, ap -2, D3 shots.
- Master-crafted Bolters and MC Auto-Bolt Rifles will also deal whopping 3 damage a shot (though it's best to point them at the bigger stuff as to not waste damage), which enable Vengeance rounds threaten medium vehicles. That way someone else can use Tempest Shells.
- If The Beta Bolter rules go through, this will be terrifying on a stormbolter terminator captain.
- Dominus Aegis: A buffed storm shield. If the bearer does not move, all friendly Deathwatch models within 6' gain a 5+ invulnerable save. Good for any of your ranged units, but excellent for Primaris, who fit double the wounds in the same space and have better range (so they need to move less).
- The Osseus Key: Watch Master only. Enemy vehicles get -1 to hit if they are within 9' of him (so, not on deepstriking). Additionally, each time he fights, he can make an additional attack with the Key against a vehicle within 1', and if he hits, he causes d3 mortal wounds. Essentially, a souped up Clavis that doesn't need CP to activate.
- Thief of Secrets: 2D Power Sword that re-rolls failed to wound rolls against an alien race of your choice (Tau, Tyranids, Orks, Necrons, or Aeldari) picked at the beginning of the game.
Unit Analysis[edit]
HQ[edit]
- Watch Master: For now, this is your top HQ choice. A Deathwatch 'Chapter Master' equivalent, his stat line is impressive with WS/BS 2+, 6 Wounds, Artificer Armor (2+) and an Iron Halo (4++). His bubble grants re-rolls-to-hit on failed shooting and melee attacks (including his own), so either at the back or at the front lines there's a place for him. You get him for 130pts, while that usually costs +50pts or 3CP elsewhere, and him being the warlord gives you a discount on the Adaptive Tactics Stratagem.
- His (quite good) loadout is fixed, but the Relic-Blade-like Guardian Spear with attached SIA Master-crafted Bolter packs a punch both at melee and range. Furthermore, Castellan of the Black Vault increases the damage of both Guardian Spear's profiles. The Clavis is now a stratagem, but he can also get the Watch Master's exclusive Osseus Key relic, and inflict a Triple Punch against vehicles: Shoot at it with Tempest Shells, then use the Osseus Key and finally activate the Clavis for '3d3' Mortal Wounds. 4D3 if you also get someone to hit it with the Hellfire Shells Stratagem.
- Watch Captain: Access to a variety of wargear, good overall stats (hitting on 2s), and lets all nearby friendly Deathwatch units (including vehicles and himself) re-roll 1s to hit. Enjoy your semi-twinlinked Land Raider Crusader. He's the only one with a Master-crafted Boltgun, but you could also give him a Storm bolter and the relic bullets for max dakka. The storm shield isn't a must-have since he comes with a 4+ invulnerable save by default, but it's there if you want it. Watch Captains also get access to Xenophase or Relic blades, on top of the usual Deathwatch Equipment. He can take a jump pack. His wargear options also allow for some very strange and highly varied combos of equipment. He absolutely always has a bolt pistol that can never be replaced with anything. On top of that he comes with a chainsword and MC boltgun, he can either replace the chainsword with a relic or xenophase blade (if he does this he must keep the MC boltgun), or replace both with any two weapons from the Deathwatch equipment lists. This allows you to do nutty things like dual wielding chainswords, being one of very few HQs who can carry a non-combi special weapon like a plasma or grav gun, or even triple-wield pistols as he has one pistol by default and nothing says you can't replace his other weapons with one or two more. Suck it Cypher.
- Watch Captain in Terminator Armour: A vast improvement over the index version thanks to increased customization options. Now starts with a Relic Blade and can take combi-weapons and melee weapons from the Terminator list. Don't forget a Terminator Watch Captain with a Power fist with auxiliary meltagun AND a combi-melta (add some tempest shells for good measure) for an anti-tank army of one!
- Primaris Captain: The usual +1W +1A Captain. Comes stock with SIA, a Bolt Pistol and a Master-crafted Auto Bolt Rifle (interesting with Banebolts) that he can swap for a Master-crafted Stalker Bolt Rifle, depending on what you want him to do. Surprisingly customizable for a Primaris, as he can also take a Power Sword, or replace his guns with a Power Fist and Plasma Pistol for melee.
- Chaplain: The cheapest HQ with his stock wargear, to meet those new detachment minimums. He lets Deathwatch units in 6' use his leadership and reroll all failed hits in melee. A good support choice to back a choppy squad. Particularly useful helping hammer-wielding vets and termies mitigate their -1 to hit. Comes stock with a bolt pistol and Crozius, which is now somewhere between a power axe and maul at +1S and -1, but 2D. Can swap his bolt pistol for a bolter, pistol, or a combi-weapon, and can now take a jump pack! Notaby, he regained access to a powerfist in the codex.
- Primaris Chaplain: The usual Primaris buffs (+1 A/W) and the usual points hike, but also has the Absolvor pistol, a 16' S5 AP-1 Pistol which becomes very dangerous with SIA. Like most Primaris HQs, his wargear is fixed and cannot be changed. Without the option of a Bike/Jump Pack you can only footslog him or put him in the very expensive Repulsor for additional mobility.
- Chaplain in Terminator Armour: +1W. Can't get a power fist (nor an auxiliar Meltagun), so use him when you need resilience over raw damage.
- Chaplain with jump pack: Fast deepstriking Chaplain. Useful to keep up with those Thunder/Heavy Hammer Vets.
- Librarian: Your good old source of mortal wounds. Although the Librarius discipline is overshadowed by other imperial disciplines like Blood Angels and Grey Knights, its still a solid one that gives strong buffs to units and characters. Librarians are a lot more random in this new edition as you cannot change results or over-commit on one psychic power which you want to go off at all cost. Overall a solid pick for any army. The ability to dish out mortal wounds, use 2 powers and deny a power make Librarians one of the more powerful Space Marine HQs, especially when you consider they're effective in combat even without psychic powers. In smaller point cost games, however, it can be a hard choice between a Librarians power and the buffs handed out by the other HQs. Veil of Time can be useful for your melee kitted units (Heavy thunder hammers always going first? Yes, please!) while Null Zone can set up a tough enemy unit for termination from some of your heavy artillery. Might of Heroes on someone like the Watch Master is hilarious. He cannot take a bike, unfortunately, but regained access to the jump pack in the codex.
- Librarian in Terminator Armour: Cannot use a storm shield, but picks up an extra wound over his base counterpart alongside a 2+ armor save an a 5++ invuln. Teleport strike can get him where you need him. With the codex boost to the Terminator Watch Captain the choice between these two is less clear cut.
- Primaris Librarian: Can only use a Force Sword and Bolt Pistol, but gains the extra attack and wound that all Primaris Marines get. Also fairly cheap compared to other upgraded Librarian versions.
- Librarian with jump pack: New to the codex, really difficult to advise taking over the other jump pack equipped HQ's and their unit re-rolls and customisation options.
Special Characters[edit]
- Watch Captain Artemis: Hailing from the days of Inquisitor, Artemis is our only special character. Regular Watch Captain but also has Unstoppable Champion (FnP 6+). He's armed with the Hellfire Extremis (a Combi-Flamer whose flamer bit wounds non-vehicles on a 2+), a Power Sword, and a Stasis Bomb, which is a one-off grenade that does D6 mortal wounds on a hit...or D6 mortal wounds to Artemis if it misses. A 1/36 chance of re-rolling that 1 is likely worth the risk. An interesting alternative to a standard Watch Captain, but he is pricey at 130 points with all of his special gear. Make that Stasis Bomb count! Use your Command Re-roll if you get a mere 1 on the mortal damage.
Forge World[edit]
- Chaplain in a goddamn Dreadnought: This is one of the best models space marines can currently use in 8th - arguably the best outside of special characters. More so because Deathwatch barely have any. A respectable statline of BS/WS 2+, T7, 9 wounds, 4 attacks, and a 3+/5++ is complimented by slew of special rules. It's a character, so can't be shot at unless it's by snipers (which it'll shrug off anyway) or it's the closest model. A dreadnought that CANNOT BE SHOT AT. He rocks a dreadnought-sized Rosarius granting it a 5++ save and also grants +1 S to friendly models in the same combat during the Fight Phase. As a character it also has Heroic Intervention for getting stuck into combat. Unyielding Ancient grants it a 6+ bonus save against unsaved wounds. It's also reasonably priced considering its many advantages at 204 points. He comes stock with double Dreadnought combat weapons and can re-roll 1's to hit with this loadout. His under-slung Storm Bolters can and should be swapped for Heavy Flamers. One fist can be swapped for a Multi-Melta, an Assault Cannon, a Twin Lascannon, or the awesome Inferno Cannon (a heavy flamer with S6 AP-1 D2). Overall a solid HQ choice, capable of dishing out the pain in ranged and melee combat while being surprisingly durable with the targeting restrictions against characters. His buff may not be as good as other HQ choices, but you're not taking him for that. If you're running more than one standard jack of all trades (all but the Mortis and Deredeo) Dreadnaught he is a decent unmanned Sub-Commander that can keep pace with Relic Contemptors and Leviathans. For added hilarity make him your Warlord and slap Castellan of the Black Vault on his Twin Lascannons. Only drawback is the fact that Forge World have now discontinued its production, so if you didn’t already have one be prepared to pay ~£100 for one off eBay (or convert one from a Furioso or a Space Wolves Venerable Dread).
- Damocles Command Rhino: Only one Damocles can be taken per detachment. It can now transport a single CHARACTER model, and if that model is your Warlord you roll 2d6 at the end of each turn; if the result is less than your Warlord's Ld, you get a bonus Command Point. While this is obviously valuable, there's also the Orbital Strike, which is now...kind of odd. It now targets a point on the battlefield rather than a unit, and then rolls a d6 for each unit within 6' of that point, so preparing yourself a 12' diameter circle ahead of time will make your life easier (such as a paper one). On a 4+ (5+ for CHARACTERs), the unit rolled for takes d3 mortal wounds. While it can be useful if you're lucky, the Damocles is better off acting as a meatshield/Command Point generator, preferably far from the front lines.
Troops[edit]
- Veteran Squad: AKA Deathwatch Kill Team, one of your two troop options, and what may well be the most complex unit in the whole Emprah-damned game. The Hammer to your Intercessors' Anvil, the unit starts at 5 Vets, a Kill Team's core. So far, so good. Adding models is where things begin to get odd, since vets aren't your only choice. You have a plethora of transport options, including the bike-carrying Corvus Blackstar and teleportation, so that won't be much of an issue. Each model other than veterans adds abilities to your entire unit:
- Veterans: The default models, yet the best if what you want is to keep it simple, praise Emps and pass the Special Ammunition. Deathwatch Veterans and their Sergeant share stats with a regular Veteran team. They have nice Leadership values and 2 attacks base. Up to four of them can take heavy weapons (like a different Devastator team), any of them can take heavy thunder hammers, and the sergeant can pick up a combat shield.
- Storm bolters make them your most cost effective source of Special Ammo. Marines, especially Vets, are a tad fragile for their cost. This fragility combined with their cost-effective damage output makes them a nice candidate for the Teleportatium Stratagem. Especially with combi-weapons, if you can afford them. You can also make them safer by giving the unit some Storm shields, terminators, or Stalker-pattern bolters so they can keep a healthy 30' distance and still shoot twice.
- While for melee they have the same limitations of a foostlogging squad, you do have neat transports. Heavy Thunder Hammers are kind of a gambit, but on the safer side, power weapons are nice and chainswords are free.
- Black Shield: They can't take a heavy thunder hammer, but they do have an extra attack over their Veteran friends, and they are a free substitution (instead of a forced addition). He (singular) adds Atonement Through Honour, which forces the unit to make heroic interventions. Useful for a squad that wants to get in the thick of it. That doesn't necessarily mean flamers and power weapons, though they are useful; remember Vengeance has a 9' Rapid Fire range. Since this will enable the squad to support the units next to it, at the very least give them chainswords.
- It's worth noting the lack of minimum distance means that Atonement Through Honour is only ever a benefit as you can move a unit a fraction of a fraction of an inch, effectively not moving at all.
- Deathwatch Terminator: Like the Elites version (up to three with special weapons) but with Defenders of Humanity instead of Teleport assault. More than firepower, you bring them to tank damage, especially AP0. They can also have TH/SS, but Veterans are better Stormshield bearers - they don't have to give up their shooting to get one unlike the termie, two 3++ storm bolter marines cost less than a single 3++ termie (25pts, you're NOT giving them Thunder Hammers) and if one of them tanks a lascannon, you only risk losing one wound instead of the 2W 2+save model. Keep your termies simple, focus on what you want the unit to do and they'll make their points back.
- They let the entire unit use teleport homers, allowing them to get out of trouble. You need Bikers to get teleport homers however (but you can use any tele homer), and they deactivate when enemies are within 9', so you'll only be able to relocate behind your lines. Good for supporting an allied unit, however.
- Oh, they also provide moral immunity with their Unflinching rule. For those times when your Ld9 rerollable unit loses 4 marines and you roll a 6 twice. Or to make Ld gimmicks irrelevant, that sort of 'common' scenarios. Speaking of uncommon things, if you play Power Level (?!), termies are a good source of firepower.
- Deathwatch Biker: 14' move, T5 2W, with a Twin Bolter and a melee weapon (taking the bolt pistol is stupid). All of which is wasted unless you combat-squad three of them alongside two Vanguard Vets. Which is useful, since their Relentless Assault lets them charge even if they fall back. One comes stock with a teleport homer - more bikers don't bring more homers. They're not bad by any meaning of the word, it's just that terminators are better, and Vets are cheaper. If you really want Relentless Assault and a teleport homer, go ahead.
- Deathwatch Vanguard Veteran: While he lives, the entire unit can fall back and shoot. Doesn't have Fly, so various AA things don't get +1 to hit while shooting him or his squad. If you brought one for the Vanguard Strike rule, don't give him a Storm shield to tank wounds - if he dies, you lose the bonus. Now what? Give the storm shield to a regular no-name Vet, it's not like they gave up shooting to get the invul.
- Veterans: The default models, yet the best if what you want is to keep it simple, praise Emps and pass the Special Ammunition. Deathwatch Veterans and their Sergeant share stats with a regular Veteran team. They have nice Leadership values and 2 attacks base. Up to four of them can take heavy weapons (like a different Devastator team), any of them can take heavy thunder hammers, and the sergeant can pick up a combat shield.
Sample unit builds: Kinda straight forward, actually, since this unit only really has three weapon options: bolt weapons, power weapons, special weapons. Yup, dismiss pistols - they become less of an option when squad members allow you to fall back and charge again. Three tenets here: what you want them to do, how you want them to do it, and transport options. As in, if they bring a Biker, they're forced to ride a Blackstar.
- Shooty, aka 'Normal': Vets with Storm bolters and free chainswords. That's it. Simple, flexible, your best answer to hordes, screw flamers. If you're worried about people shooting back at them, put a terminator in it. Threatened by high AP weapons? Further give two vets Stormshields. Not the terminator - he'll look dumb waving a hammer when everyone else is actually doing something. Give him an Assault Cannon instead, better than his Storm bolter in the 10'-24' range. Two such squads can fit in a Blackstar or LR Redeemer/Crusader.
- Long ranged shooty: Vets with Stalker pattern boltguns. We're talking looong range - 30' is your normal shooty. We're talking shooting Borkan Tau back, twice and at AP-2. Compared to the similar Intercessor team, they shoot twice, but have half the wounds. This relative fragility combined with their range means they'll attract Heavy Weapons' fire, so keep them in cover. Nice combo with Apothecaries, Vigilance Eternal Warlords and the Dominus Aegis relic. They can hold objectives and still contribute to the fight.
- Close ranged shooty: Vets with Storm bolters and free chainswords. Yup, still good. A Vanguard Vet is a good idea here. Maybe a Biker too, to hit back. Everything is a good idea as long as you can afford it. If you close into flamer range (8') then give them Frag Cannons, NEVER flamers. How did you get there? That's an actual question - bring a Termie to survive footslogging, cover your precious Frag cannons (optional Meltagun fist) AND get them a teleport getaway. Still fits in a Blackstar, though that'll force the Watch Sergeant to carry the Storm shield. Or bring additional Shotgun Vets if you want to advance without giving up shooting, yet still supplement the Frag cannon's flamer profile. Melta and Combi-meltas are better than Frag Cannons only within 6', keep that in mind.
- Melee: Same as above but with more power weapons. Can either keep a gun for closing in and falling back (Frag Cannon/Shotgun/Storm Bolter), or ditch them all for paired Lightning Claws/Heavy Thunder Hammers/Power Weapon + Storm Shield. Funnily, Vanguard Vets are a bad choice if the squad lacks guns. Greatly benefits from a Biker and a Blackshield.
- Melee offshoot: You can split a squad of 10 into two squads of 5. Three Bikers + two Vanguard Vets is a nice way to keep the best from both worlds: They benefit from T5 and retain good mobility and Defenders of Humanity. Furthermore, they can have two SS/TH and use their Twin Boltguns after falling back, before charging once more, due to the Vanguard Vets. Not even the actual Biker squad has that.
- Intercessor Squad: Intercessor Squads can be taken similarly to their vanilla cousins, but where they really shine is their role as the base for the mixed Primaris units called Fortis Kill-Teams. Where normal Space Marine armies can sometimes struggle to find a use for Intercessors, the Deathwatch actually appreciates them a bit more, namely as backfield cover-campers and cheap-ish wounds. Your normal Kill Teams, being as loaded with great gear as they tend to be, are damn expensive, while a unit of Intercessors is both tougher per model and unlikely to run you much more than their base cost even as they benefit from Special Issue Ammunition to take on threats their vanilla counterparts would normally struggle against. Take 5, then add other flavors of Primaris Marines to match the role you have in mind for them:
- Inceptor: Allows the unit to shoot after falling back. It doesn't actually grant the FLY keyword to any of them other than the Inceptor itself, so they don't need to worry about greater vulnerability to anti-air weapons.
- Reiver: Adds the Reivers' Terror Troops rule to the unit. Thanks to their shock grenade, they're good for supplementing a squad with Auto Bolt Rifles and a sarge with a power sword, or Aggressors which plan to get into melee. They can take a grapnel launcher which allows the unit be used to outflank.
- Aggressor: Adds the Aggressors' Relentless Advance rule to the squad, with the added effect of also allowing the squad to move and fire heavy weapons with no penalties. Although the Aggressor can't benefit from the latter part due to its lack of heavy weapons, it's ideal combining with Intercessors and Hellblasters that are using either of their non-Rapid Fire options. Inceptors will appreciate not taking that -1 to hit when they Advance as well, especially the ones with Plasma Exterminators.
- Hellblaster: Does not add any extra rules of its own. It does, however, add a lot of extra firepower, and the Hellblaster definitely benefits from being in a unit full of models far more expendable than itself.
- Sample Unit Builds: As there aren't quite as many potential combinations to work with for these guys as there are for their shorter cousins, here are some example Primaris kill-team loadouts to consider using:
- 6 Intercessors with Auto Bolt Rifles (one of which is a Sergeant with Chainsword), 2 Reivers, and 2 Aggressors with Boltstorm Gauntlets. This results in a unit that will shit out 12-16 Special Ammo shots and 19-38 Bolter shots each turn from 18' away, can Advance and shoot with no penalty, and has Terror Tactics, Shock Grenades and 4 Fist and 18-20 Standard attacks; so they can inflict heavy damage in melee as well. And it only costs 238-246 points. It also counts as 12 models when transported, which would be a perfect size for the Corvus Blackstar...if it could actually transport the damned chads. Finally, you can combat squad without losing special rules on either unit.
- 5 Intercessors with Stalker Bolt Rifles, 4 Hellblasters with Heavy Plasma Incinerators, and 1 Aggressor. This combo is a designated objective camper: the Intercessors act as ablative wounds for the squad and can also pick off light to medium infantry with Hellfire rounds, the Hellblasters take on vehicles and TEQs (possibly with the help of the Intercessors if they use Vengeance rounds for AP-3), and the Aggressor allows them all to move and shoot without penalties while providing a buffer against infantry that get too close.
- 5 Intercessors with auto bolt rifles, 2 Aggressors, and 3 Inceptors with plasma exterminators. This layout is points intensive, but remarkably durable. The entire unit counts as being Toughness 5 due to their Aggressors and Inceptors and the ablative wounds of the Intercessors help keep your Inceptors alive. Further, the Aggressors let all the assault weapons in the unit fire without penalty when advancing, which means that the Inceptors won't kill themselves if they roll a 2 following an advance.
- 5 Intercessors with bolt rifles, 1 inceptor, 4 Aggressors with Auto Boltstorm Gauntlets and Frag-storm Grenade Launchers. This combo is designed as an alpha/beta strike unit designed to shred hordes. Combine with the Teleportarium stratagem to negate the short range of the Aggressors' guns. The Intercessors provide additional fire support and ablative wounds, but can also split fire using their Special Issue Ammunition if needed. As with above, the entire unit will have toughness 5 and the addition of the Inceptor will let them fallback and keep firing if your opponent tries to assault the unit.
- Note that there is no real reason not to take the Chainsword on the Sarge, unless you want a Power Sword, as the Chainsword is free.
- Unless you're deep striking with stratagems or outflanking with a Reiver, these guys are your backfield campers. Their only transport doesn't let them do a max squad size with 2 Termies or Jump Packers like the standard vets, so instead deploy them normally and camp home objectives (with double firing Aggressors) or waddle up the field ignoring penalties to advance.
Dedicated Transport[edit]
- Rhino: Carries 10 power-armored models (no Bikers, Terminators, Vanguard Vets, or Primaris). 10 Wounds and a 3+ make the old METAL BOXES harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12' and 6' if it moves you back a step on the damage table. Also now having 2 storm bolters means that you can output a lot of Dakka (8 shots at 12 inches), and Kill off some infantry then tie up vehicles in combat. A breakthrough star of 8th. Never forget that models can disembark and charge.
- Razorback: Hauling 6 power-armored veterans across the board (no Bikers, Terminators, Vanguard Vets, or Primaris), being generally quite durable, and offering a decent variety of mounted guns, the Razorback is a nice transport choice in this edition. The default Twin Heavy Bolters can be swapped for Twin Lascannons or Twin Assault Cannons. The most optimal setup, for now, is twin Assault Cannons, move forward aggressively and hose the opponent with 12 Assault Cannon shots. Never forget that models can disembark and charge.
- Drop Pod: Grants a power-armored unit Deep Strike (no Bikers, Terminators, Vanguard Vets, or Primaris). and arrives at the turn you chose. However, at roughly triple the cost from previous editions, fielding even a few of these pods can dig into your budget for proper fighting units.
- Using 1cp is probably better than this (using the Teleportarium stratagem) pass unless playing a narrative list.
- The Drop Pod is the only way to deep strike multiple units for a single resource. An 8 man Kill Team with Watch Master and Librarian would cost you 3 CP to drop via the Teleportarium, or you can spend 13 points more than a Rhino to get them in the center of the board and shooting at rapid fire range without running the risk of getting obliterated in the turn 1 volley. You're better off spending your CP to get your Primaris guys and Dreadnoughts stuck in and using Drop Pods on whoever can take them if you plan on Deep Striking basic Veterans at all.
- This is even more true with the Beta rules regarding reserves meaning that only half of your PL can get in reserves.
- Using 1cp is probably better than this (using the Teleportarium stratagem) pass unless playing a narrative list.
- Repulsor: Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you're probably better off taking a Land Raider variant. It also has the FLY keyword with all of it's dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain, and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position.
- If you're just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a Redemptor Dreadnought. Anti-armor setups, in particular, have the issue that the las-talon has only half the range of the twin lascannons, which means it'll only be able to unleash half its anti-armor firepower at its farthest range. For that matter, most of its other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers.
- Defensively, it's nearly identical to a Land Raider; although its armor is only a 3+, it has the same number of wounds as an LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn't shoot.
- its tank-like qualities don't complement the Primaris only transport, as your opponent will be more tempted to take out a tank that also has duds inside.
Forge World[edit]
- Lucius Pattern Dreadnought Drop Pod: For delivering a dreadnought right where you need it most (as long as it's at least 9' away from enemy models). Good for delivering dreads right into multi-melta range or putting melee dreadnoughts into a good position for a charge. Can also deliver Leviathan and Deredeo Dreadnoughts.
- Just like the normal drop pod Using 1cp is probably better than this (The Teleportarium stratagem) pass unless playing a narrative list.
- This is even more true with the Beta rules regarding reserves meaning that only half of your PL can get in reserves.
- Infernum Pattern Razorback: A Razorback with a Multi-Melta. Might be tricky to get it into melta range in one piece, but on the other hand, it's a Dedicated Transport with a Multi-Melta.
Elites[edit]
- Primaris Apothecary: This is (currently) the only source of healing in the entire army and he is stuck with a Reductor Pistol (3' S4 AP-3 D2) and an Absolver Pistol, the same weapon as the Primaris Chaplain gets. He heals D3 wounds for a wounded unit, and on a 4+, he can revive a friendly Biker or Infantry unit. He's got 5 wounds and 3 Attacks, which is odd because he has no Melee weapons... Protect this guy if you want some good healing, same as you would a normal Apothecary.
- Deathwatch Terminators: Sitting at 23 points per model, like Assault terminators, yet they are equipped like a standard. However, they have equipment options like both, making the squad very adaptable. Starts at 5 models, but up to three models can take an option from the Heavy Weapon list, including the assault cannon, heavy flamer, or cyclone missile launcher and storm bolter, the last of which is especially attractive as it lets you keep your Storm bolter with SIA. Also of particular note is the power fist & meltagun combo, which leaves room for a heavy weapon while also giving you yet another gun to split fire with. They can also rock TH&SS, which is something to consider, even in mixed units, as a damage sponge.
- Special issue ammo makes normal termies decent all-'rounders.
- Also note you can tinker around with normal power weapons to save on points or focus on hordes.
- Deathwatch Terminators can become one of the most versatile units, even by Deathwatch standards. A 5 man squad can be, for example, 1 TH/SS, 1 Assault Cannon, 1 Heavy Flamer, 1 Storm Bolter and Cyclone Missile Launcher, 1 Sergeant with Storm Bolter and close combat weapon of choice. And if you have the points left, all of the last 4 guys can take an additional Melta on their Power Fists. This gives them many different weapons and options for their Storm Bolters due to SIA, and they are no slouches in close combat. They simply do everything.
- Stick to the basics, much like veterans. Take storm bolters and power swords for a cheaper unit that can hurt hordes at both range and melee, fists if you plan to fight multi-wound units.
One of the biggest gainers to the potential Beta Bolter rules. They can move and fire at full range with maximum shots which combined with SIA makes them a decent threat at far range. They can now Deep Strike and pump people full of Vengeance Rounds!No more after the 2019 Big FAQ
- Deathwatch Vanguard Veterans: Vanguard vets, but with new toys, including the always hilarious and pricy heavy thunder hammer. These guys can be very dangerous. Additions like the inferno pistol make them all the more deadly. Remember that their stock bolt pistols get special issue ammo, making them a better free option than their vanilla counterparts.
- Reiver Squad Aside from the lack of Jump Packs and options, Reivers make a great alternative to Vanguard Veterans, being pretty much chainsword-armed Vets with an additional wound, for not that much higher a cost. One or two small squads dropping down with Grav Chutes can tie up enemy units with some reliability and provide some not-too-bad melee against lightly armored enemy units.
- Reivers profit greatly from the SIA in their Heavy Bolt Pistols because they can get AP-3 with them and can, of course, fire them in close combat.
- Dreadnought: The Dreadnought is one of the best non HQ units, but the Deathwatch variant has some strange restrictions. It can only choose from a Twin Lascannon, Assault Cannon, or a heavy plasma cannon (Errata updated). For 177 you could have a Dreadnought with twin lascannons and the CCW w/Heavy Flamer. It comes stock with a Dreadnought CCW, with either a heavy flamer or storm bolter built into it. You can switch the CCW for a Missile Launcher. The unit is buffed by HQs and provides the same security any other bubble wrap could. If this bad boy doesn't float your boat, look to the Siege and Mortis Dreadnoughts - newly available to the Deathwatch.
- Venerable Dreadnought: Shares the restrictions with its younger version. A Venerable Dreadnought has a slightly better WS and BS vs a regular Dreadnought, as well as the ability to negate received wounds on a 6+. Notably, the 2+ BS lets you move and still shoot heavy weapons with a better than 50/50 chance to hit. You cost 28.6% more and are about 25% more accurate and 20% more durable than a normal dread, the utility will depend on whether you're intending to buff it with an HQ.
- Redemptor Dreadnought: The vanilla dread's Jock roommate. With nearly twice the wounds of a vanilla dreadnought (and degrading stats to accompany the increased durability), the Redemptor dreadnought is a solid heavy weapons platform, capable of holding the anti-horde Onslaught Gatling Cannon or the armor-melting Macro Plasma Incinerator, and the anti-air Icarus Rocket Pod as well as a pair of storm bolters or fragstorm grenade launchers. However, it is a heavy points investment, and much of its anti-armor potential might be better handled by specialized units like Hellblastors. Instead, anti-horde fire support appears to be its most effective niche, potentially able to put out a withering volley of mid-strength shooting that will take a significant chunk out of GEQ or weaker units and then follow up with a smack from its CCW, which is d6 damage compared to the normal Dreadnought CCW's D3. But even if it takes the Macro plasma Incinerator, the CCW can still swap its heavy flamer for an Onslaught Gatling Cannon to retain effectiveness against hordes.
- Aggressor Squad: The better-looking lovechild of a Terminator and a Centurion. Cant use SIA, but that would be awfully broken. They come stock with auto boltstorm gauntlets (so assault instead of pistol) and a frag grenade launcher or you can trade all that in for Firebat pattern flamestorm gauntlets, which is a pair of flamers. Either you're going for 18 inches of 6+D6 (average: 9.5 shots, 6.33 of which hit) S4 or 8 inches of 2D6 (average: 7) auto-hitting S4, and either way it allows them to put out a lot of short-ranged firepowers, with power fists in melee. They've got Gravis armor, which makes them T5, move 5', and take up two slots in a Repulsor. Then there are the special rules: Fire Storm, which lets you shoot twice if you don't move (including in Overwatch, which is just plain scary when combined with the flamestorm gauntlets), and Relentless Advance, which lets you advance and fire assault weapons without penalty. This makes them surprisingly fast since all their guns are assault. Run and gun for the Emperor!
- let us face it, the Xenos monstrosity will eventually bear down on your position. Might as well have them show up right in front of 6 flamers firing twice!! With perhaps some hammernators and the largest dreadnought you own. Flame aggressors backed by an apothecary make for an astounding front line, followed up by your slightly more vulnerable but far more killy squads.
- Alternate take: never go flamers in a standalone squad. On average the bolt + frag loadout will get less than one S4 hit, at more than double the range, and that's before you start factoring in all the ways you can boost your shooting. Flamers should only be considered for an Aggressor being attached to Intercessors to serve as a charge deterrent.
- Auto Boltstorm Gauntlet Math (aka why you should take ABGs 90% of the time): A squad of 6 puts out 36 + 6d6 shots (72 + 12d6 if they don't move) for an average total of 57 (or 114) vs a Flamer squad's 42 (or 84). Assuming rerolling to hit (which is easy to do because you always take a watch master), here are the results against various toughness (single fire. Just double the numbers if you get to fire twice): T3 = 33 wounds. T4 = 25 wounds. T5-7 = 17 wounds. T8+ = 8 wounds. Flamestorm Gauntlets produce: T3 = 28 wounds. T4 = 21 wounds. T5-7 = 14 wounds. T8+ = 7 wounds. And then remember that you get to fire twice as far with the AGBs vs the Flamerstorms.
Forge World[edit]
Thanks to the latest FAQ (1.1) for Imperial Armour Index: Forces of the Adeptus Astartes, Deathwatch can now field a crazy variety of tanks and dreadnoughts which were formerly unavailable to them. They ARE one of the best-equipped Space Marine chapters after all...
Seriously, this is where you will find some delectable and sorely needed heavy firepower as well as armor.
- Relic Contemptor Dreadnoughts (Forge World):For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought and a 2+/5++. His Contemptor CCW is also guaranteed 3 wounds instead of D3, which makes him considerably more capable of ruining the afternoon of a whole host of multi-wound models. All of this, unfortunately, comes with a small consequence. Unlike his boxier brethren, the Contemptor has a Damage Table, with his WS, BS, and Attacks falling with damage. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. Similiar to Venerable Dreadnoughts, he can ignore wounds with a bonus 6+ save. This dangerous combination of potent stats and strong weapons means he can fulfill a wide variety of battlefield roles, and the dizzying array of wargear he can choose from only makes him even more adaptable. He starts with 2 Dreadnought combat weapons with inbuilt Storm Bolters. His Unstoppable Fury rule while allows him to re-roll 1s to-hit if he's armed with two melee weapons. One or both can be swapped for the following in any combination:
- Kheres Assault Cannon: A big-ass Assault Cannon and your go-to anti-infantry loadout. A classic, this sucker is a nasty Heavy 6 S7 AP-1 D1.
- Chainfists: Contemptor Chainfists gain -1 AP and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It's a must-take for all purposes. Better yet, give it 2! So much for Blood Angels getting a monopoly on double-fisting Dreads, huh?
- Don't actually take 2. Taking 2 chainfists doesn't offer any benefit over taking one chainfist and one regular CCW, it just costs more.
- C-Beam Cannon: The new Heavy Conversion Beamer is a single shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24' bracket of distance, totaling S10 AP-3 3d3 Damage at anything over 48' range. If a model is removed from play as a result of wounds caused then it automatically trigger 2d6 extra auto-hits on the target unit at S6 AP0 D1. The Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really NEEDS the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At the full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted.
- Twin Heavy Bolters: Don't bother. The Kheres does everything it can, but better.
- Alternate take: S5 and S7 wound T4 models on the same roll, a pair of twin heavy bolters is 16 points cheaper with 50% longer range than a Kheres, for the same number of shots. Against footslogging light infantry, the HB is an attractive option. True... but light infantry are not what this model is going after
- Twin Autocannon: Identical to the one on the normal Dread. Not bad, but you didn't take one of these to field something other Dreads could take.
- Twin Lascannon: Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though.
- Heavy Plasma Cannon: Might be a little better against multi-wound units, and unlike the Contemptor Mortis you can always try to negate the mortal wound you get if you roll a 1.
- Fist Weapon Options: If you crave even more dakka, the inbuilt Storm Bolters can swapped for Heavy Flamers, Plasma Blastguns, or Graviton Blasters. Plasma Blasters are Assault 2 plasma guns, and the graviton blaster is just a grav-gun with a different name. Consider a double fist loadout with Plasma Blastguns for a melee dread with surprisingly good shooting!
- Relic Deredeo Dreadnought: The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won't cut it. Its armor save is slightly worse than the Contemptor's at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4+ in the Fight phase on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36' autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gun shots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don't bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. It should be shooting things not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6' of itself a 5+ invulnerable save. The latter works great with long-ranged units that can help support the Deredeo's firepower.
- 8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are great the 12' range reduction is very painful, especially for the plasma corronade. 24' max means it will be in the range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option.
- Deimos Pattern Relic Predator: We can't use regular Predators but we can take the retro one with better guns! Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can't be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage, it doesn't really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that's a waste of its options (although Deathwatch can't take normal Predators, so is the only way to get standard Predator guns). Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.
- Relic Javelin Attack Speeder: The poor Deoderant Tanks got a huge nerf in 8th edition. For the most part these fulfill the same role as before, that of a Heavy Land Speeder. But they lost the twin-linked rule on their Missile Launchers(WTF). They even lost their trademark Outflank ability. Overall this took what was already a mediocre relic slot item at best, into a shitty tool that's worse off than a generic land speeder.
- Relic Sicaran Battle Tank: The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14' Move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It's armed with a nasty Twin accelerator autocannon which has a couple neat tricks. It fires at 48' Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. It's also armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter if you crave more dakka. The Sicaran is a useful anti-air unit in a pinch while and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing.
- Relic Sicaran Venator Tank Destroyer: The Venator trades the regular Sicaran's quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon's S12 AP-4 D6 damage hits (all 3 of them), it'll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn't get penalties for moving and firing its heavy weapons.
- Relic Sicaran Punisher Assault Tank: A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36' hate life. And if you don't move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry.
- Relic Whirlwind Scorpius: A Whirlwind variant, as with the Predator and Land Speeder Deathwatch have access to the relic version but not the normal. Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher- while it has only half the range of either of the Whirlwind's rocket types, 3d3 S6 AP-2 2 D shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn't moved in the movement phase.
Flyers[edit]
- Corvus Blackstar: With a cost reduction and some new rules, the Blackstar is a solid choice for getting your marines around in style. A hover-jet stealth bomber, it's quick with a massive 45' move, has some good weapons, and can carry 12 models of various types, with terminators and jump pack models counting for 2 and bikers 3. Watch as it comes out of fucking nowhere and drops a melee kill team into your opponent's backfield, unleashes a blistering firestorm on another unit, AND bombs some bitches it flew over for good measure. It is armed with Twin Assault Cannons which cause havoc for blobs, while it's 2 Stormstrike missile launchers are a serious threat to vehicles with 72' Heavy 1 S8 AP-3 D3. The cannons can be swapped for Twin Lascannons and the missiles for Blackstar Rocket Launchers. The rockets are decent at taking out flyers, but that's about it. The Blackstar can also take a Hurricane Bolter (a Rapid Fire 6 Boltgun)which is cheap as chips and shits dice, an Auspex Array (which lets you re-roll 1s against non-flyers) and the Infernum Halo-launcher; ‘If an enemy unit that can Fly targets a supersonic model with an infernum halo-launcher in the Shooting phase, your opponent must subtract 1 from the subsequent hit rolls.’ The Blackstar also rocks a delightful Blackstar Cluster launcher, which lets you bomb a unit you flew over. For every model in the unit (up to 10), roll a die and, on a 6, that unit takes a mortal wound. It's very useful as a transport and as a support unit to cover your guys on the ground.
- Compared to the Storm Raven, the Blackstar does have its drawbacks as, unlike the Storm Raven, the Blackstar does not have Power of the Machine Spirit, meaning that all of its Heavy Weapons suffer a -1 to-hit penalty when it's on the move. Additionally, the Blackstar cannot transport Dreadnoughts.
- Make note that this model cannot transport PRIMARIS models. Because bikers and terminators fit but the new marines don't
Forge World[edit]
FAQ (1.1) for Imperial Armour Index: Forces of the Adeptus Astartes has granted us additional airborne supremacy options:
- Fire Raptor Assault Gunship: A heavy fire support craft, the unholy flying death machine got even better this edition. With T7, 16 wounds and 3+ SV, it's almost as tough as a Land Raider. The Avenger Bolt Cannon packs 10 shots at S6 AP-2 2D, enough to drop a whole Primaris squad if you're lucky. In addition, each Quad Bolter packs 12 heavy bolter shots. Hellstrike missiles are no longer one use only and you can, in fact, fire 4 missiles at S8 AP-3 3D a turn now. It can take 2 Twin Lascannons instead of the missiles for +1S and the chance to deal more than 3 points of damage per shot. It can also move and shoot heavy weapons without penalty. You can also swap the Quad Heavy Bolters for Autocannons as well. The firepower of this thing cannot be understated - it shits dice and will wipe squads off the board. Its expensive at nearly 450 points, but will make that back in 3 turns or less.
- Storm Eagle: The big brother of the Storm Raven that vanilla marines know and love, this elongated flying brick of a hover jet boasts a transport capacity of 20 and some increased firepower along with some additional wounds. It can transport jump infantry and terminators, but not bikes or primaris marines.
- Caestus Assault Ram: A crazy hover-flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a slew of powerful weapons and abilities. The Caestus is quite survivable with T7, 14 wounds, and a 2+ save. It's armed with a Caestus Ram - a melee weapon that hits at S User(8) AP-3, DD6, and increases to a +3 to hit (from its usual 5+) in melee against buildings when it charges. It's Airborne Ram ability restricts it to declaring charges against and being charged and attacked in melee by units with FLY, but only while it's in Supersonic mode. It is also armed with 2 Firefury Missile Batteries, each Heavy 4 S6 AP-1 1D. It is further armed with a Twin Magna-Melta - Heavy 2D3 S10 AP-4 D6D (with the Melta rule), meaning this thing can lay the hurt on medium enemy infantry and enemy armor alike. With its 50' movement (70' if you advance) and PotMS, it can reach out and touch people on turn one. For 340 points (for the hull and the Melta; missile batteries are free) it's pricey, but given Hard to Hit, its toughness, its wounds, and a 2+ save, it will deliver its cargo. It's unique troop bays can carry 10 infantry models in terminator armor or power armor (with terminators taking up a single space instead of the usual 2).
- Xiphon Interceptor: A high-speed interceptor, the Xiphon is a heavily armed air flyer new to the Deathwatch. It sports a respectable BS3+, T7, 11 wounds and a 3+ save. It's armed with two Twin Lascannons (like a Land Raider) as well as a Xiphon Missile Battery - Heavy 3 S6 AP-2 D3. It also adds 1 to all hit rolls when targeting units with the 'FLY' keyword thus negating the effects of 'Hard to Hit' and since a lot of units with 'FLY' don't have the 'Hard to Hit' bonus it will hit them on a 2+. With a huge 50' move and 4 lascannon and 3 missile shots, it'll put some major hurt on flyers and ground targets alike.
Fast Attack[edit]
- Deathwatch Bikers: While they sadly lose the special weapons access their vanilla counterparts have, they are a different beast entirely. Their twin boltguns have full access to Special Issue Ammunition, which adds some needed diversity to their ranged weapons. Where they shine, however, is close quarters. Each can take a power weapon and gains an extra attack over their vanilla counterparts. Relentless assault means that they can charge even if they fell back, meaning they can choose to engage on their terms with the target they choose. Also, remember they get a free teleport homer. This is a diverse trick that can let terminators deep strike near it rather than moving. Of note is that this does not count as actually having moved, which can help with heavy weapons. Toss this in with a fast unit, and Deathwatch Bikers bring a very strong game.
- Inceptor Squad: The deadly offspring of a Devastator Squad and a Seraphim Squad that can be taken in squads of 3-6. The mortal wound caused by their pseudo-HoW might look good on paper (on a 6+ does it though?), but when you only have a few models in the unit and no melee weapons melee may not be the most efficient use of them. Instead, take a page from the Seraphim's book and use your improved maneuverability to fire off strafing runs, courtesy of your Assault Bolters - effectively Assault 3 Heavy Bolters. They can also take 18' assault plasma cannons to wipe out MEQs/TEQS and put more hurt on vehicles now because that shit was easy to make into two hand-held guns apparently. Like Vanguard Veterans, Inceptors have the FLY keyword, with all the strengths and weaknesses that entails. (On the other hand, that does mean you can be a very good distraction if you force an enemy flyer into melee...)
- Conversely, assaulting with this unit can be a strategic choice. Charging a unit that is weak in melee will allow the Inceptors to avoid getting shot or tie up the enemy unit for the next turn. Since the Inceptors have the FLY keyword, they can disengage next turn with no penalty and resume shooting. This is a tactical decision and will vary greatly depending on the enemy army.
- A note on their melee capability: because their squad size is so small, the fact that their sergeant does not pay additional points for his +1A has a great opportunity to shine. More importantly, mortal wounds can be used to bypass otherwise durable targets. Nine min-sized Assault Squads with Jump Packs cost as much as five Inceptor Squads; the number of attacks in each is 99 and 35 + 2.5 mortal wounds (when charging), respectively. Doing the math for you, that means the Inceptors deal more damage per point on the charge against any target which is either T8+ and Sv 2 or Sv 3 (such as a Land Raider), or T5+ and Sv 2. Neither unit will do well in those situations, so you should avoid it, but it's worth noting. Against anything in the game, you're way better off with the Inceptor's guns.
- Like reivers, these guys can deep strike but comfortably shoot at a safe distance, which is really helpful.
Forge World[edit]
FAQ (1.1) for Imperial Armour Index: Forces of the Adeptus Astartes has unlocked some interesting fast-movers and support units:
- Tarantula Sentry Guns: Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds. In addition, they also now all count as separate units once deployed, so they can serve as some obnoxious MSU tools. Tarantulas can be equipped with the following loadouts:
- Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the Caveat that it MUST target the nearest infantry model
- Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy tank.
- Twin Assault Cannons: Arguably the best option. Tarantulas with Dual-assault cannons lose their targeting restrictions and gain a whopping 12 shots each. They used to be practically mandatory at only a measly 45 points per model, but recently gained a massive price increase and now cost 64. At that price it's a lot more difficult to justify taking them.
- Multi-melta: Same deal as the Lascannons, but mathematically worse. However it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want. Strangely the FAQ for the Imperial Guard added the requirement that they must always target the closest model if there's no priority target in range; however currently the Astartes version of the tarantula has no such restriction, so for now you can continue to use meltas and assault cannons to fire at will at anything in range.
- Tarantula Air Defense Battery: As above, but stuck with S8 AP-2 Dd3 anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, but you were probably already planning to do that when you took this unit.
- Land Speeder Tempest: A tiny drop in movement from the vanilla type, but has better toughness and Ld. Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36', Heavy d3, S6 AP-3 D2; shorter ranged and not as hard-hitting as a Krak missile but more likely to get past armor saves). When Advancing, they must move between 20' and 35'; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them.
- Deathstorm Drop Pod: A Drop Pod full of automated guns; it can choose either an 18' 2-shotgun with S8 AP-2 Dd3 or a 12' 6-shot S6 AP-1 D1 gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they're the closest unit in range).
Heavy Support[edit]
- Land Raider: The classic Land Raider turned from an outclassed fortress to a fortress that gets shit done. With a total of 4 lascannon shots, 6 heavy bolter shots on top of 16 WOUNDS, and a 2+ save. Add a multi melta on top of that for even more firepower. Vehicle changes make some vehicles move from obscurity to being a force to be reckoned with, and the regular land raider is no exception. The Land Raider makes itself become a force to be reckoned with its sheer amount of firepower and long lasting ability. Still, has its transport of 10 models to zip guys to wherever you want. So, use it how you want!
- Land Raider Crusader: Just like the regular, the Crusader version gains all of the cool bonuses of before but now has the ability to fire up to 24 Bolter shots when in rapid-fire range, but no Special Issue Ammunition on Hurricane bolters (the Xenos can rejoice). Still works well as a Terminator transport especially as those guys lost an inch of movement. Great for horde killing and Termie transporting. Go nuts. This one is the cheapest and will really chew up hordes. Those two factors make it a strong contender for the deathwatch, as any small elite army will struggle to not get overwhelmed by hordes.
- Land Raider Redeemer: Just take a LRC...okay fine. While the flame storm cannons (Which is 12' now!) are good and all you have to roll D6 each time meaning it can fuck you over when you need a good hit. The Crusader puts out a ton more shots and at longer range AND it has greater transport capacity. Not a bad unit by any stretch just better alternatives.
- Hellblaster Squad Some pretty wicked dakka right here. Their Plasma Incinerators are 30' S7 AP-4 D1 normally, with the same boost as other plasma weapons if supercharged (+1 to S and D) - more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. But with the same inability to use transports other than the repulsor, like other Primaris Marines, that'll be a difficult task in itself. They're also as expensive as... well, as elite marines carrying souped-up plasma weapons.
- The Plasma Incinerators comes in two more variants; a Heavy 1 with 36' and S8/9 that costs 2 points more than the standard option, and a 24' Assault 2 with S6/7 that costs 1 point more.
- The Rapid Fire (standard) version is definitely the best in general, costing the fewest points for the most output against the most targets, but you'll want to get up close and personal with it - see the Assault version below for shooting things farther away.
- The Assault version costs you more points for less strength, but better rate of fire in the 16-24' range, and you can fire it after advancing, so you could also consider it to have superior rate of fire in the 16-27.5'; therefore, it's actually better on a squad intended for longer range engagements, rather than one intended for, well, assaulting. Because S7 is so underwhelming compared to S6 or S8 against most real-world targets, it's seldom justified to overcharge this one, although it can be worth it if you're desperate for the increased damage. Take this version to shoot things farther away better, but up close worse, than the Rapid Fire version.
- The Heavy version costs you more points for worse rate of fire (although you can move and shoot with it out to 36-42' range if you want), but more strength; that means you should never take it, as the absolute best it can do against most targets that actually exist in the game is equal the Assault version's output, while in general doing worse - the 6' range improvement it practically has (since you can move and shoot with the Assault variant for 6' more threat on it) isn't worth both costing more and usually doing less. Never, ever take this.
- The Plasma Incinerators comes in two more variants; a Heavy 1 with 36' and S8/9 that costs 2 points more than the standard option, and a 24' Assault 2 with S6/7 that costs 1 point more.
- Repulsor Executioner: With all the furuor erupting for the generic marines codex, the Deathwatch really turned into the unwanted stepchild of the lot - this Primaris Razorback's all you're getting from the codex, and not the overload of Vanguard models or a new discipline for your librarians. 6 Capacity with some big guns. 284/293 Base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move under half its current M Value). One is a Heavy 2 72' Monster at S10 AP -4 3-6 damage on a D6 cannon and the other is what you'd expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy **Laser Destroyer can tear through enemy armor reliably and the Macro Plasma can remove medium and heavy infantry.
- Properly supported, this thing can annihilate swathes of the enemy army. A Captain will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and Cash. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can't... Well, Marines are used to losing in 8th anyway. Sucks that Deathwatch doesn't have Lieutenants or Access to Techmarines.
- Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank's weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters.
Forge World[edit]
Just when you thought that all Deathwatch could grab was the three Land Raider variants, suddenly... Forge World! Picture a Deathwatch Leviathan Dreadnought for a moment...
- Whirlwind Hyperios: An anti-air Whirlwind variant. While it's still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn't something to take lightly.
- Rapier Carrier: A mobile artillery unit and dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to 'light' superheavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter for a good price on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment real nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon.
- If you're planning on taking a Leviathan Dreadnought, you need another Heavy Support choice to bypass the Relic rule, which states you can't take a unit with Relic in the title without bringing another Heavy Support unit. The Rapier is the cheapest option available to fill that slot, just a heads up.
- Mortis Dreadnought: Your go-to dakka dread who's replaced his fists with double guns. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double down on weapons the regular dread cant. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. For good measure, you can also bring along a Cyclone Missile Launcher.
- Contemptor Mortis Dreadnought: A contemptor dreadnought with double guns and a 3+ save. Better than the standard Mortis in every way, from the BS 2+ to the Atomantic Shielding, but costlier as well. He starts with double Twin Heavy Bolters which can be swapped out for double Multi-Meltas, double Twin Lascannons, double Twin Autocannons, double Heavy Plasma Cannons, and everyone's favorite: double Kheres Assault Cannons for all your infantry-shredding needs.
- Siege Dreadnought: This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped-up heavy flamer and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0', its niche as a building killer should be obvious. This and other Forge World dreadnoughts have access to an expanded list of weaponry that the standard Dreadnought and it's Venerable cousin lack.
- Relic Leviathan Dreadnought: The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual Titans, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, a 2+/4++ save, and a whopping 14 wounds. Paint his left arm silver and off you go. The default loadout is 2 Heavy Flamers and two Leviathan Siege Claws (Sx2(16) AP-3 D3, Re-roll failed wounds against Infantry) with in-built meltaguns. Being a giant dreadnought powered by arcane and ancient technology (and a Forge World model) he explodes violently when reduced to 0 wounds, dealing D3 mortal wounds to units within 9' on a D6 roll of a 5 or 6. Send him charging into the fray and salute him when he finally detonates in a righteous fireball.
- The Claws can be swapped out for:
- Leviathan Siege Drills: which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry (which were only ever the 1s). Also has a built-in meltagun.
- Cyclonic Melta Lance: Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee). This is the go-to weapon if you're seeking an answer to enemy vehicles, and especially knights; the higher rate of fire makes it more likely to slip damage past the invulnerable save, and the multiple hits more than makes up for the higher fixed damage of the bombard. Double this weapon to gut super-heavies in a single volley, and annihilate anything smaller. Maximum damage per single gun: 36 damage. Average (4 shots, 3+ to-hit, 3+ to-wound, no save: 2 wounds, 7 damage.
- Storm Cannon Array: Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators. This is basically a seriously up-gunned heavy plasma cannon, with quintuple the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge. Costs 5/6 the amount two of the cannons would cost you, though. It is far and away the most efficient gun you can take against most targets of 4 models or less - it will actually out damage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that's assuming the target has enough wounds left that no damage gets wasted. Maximum damage per single gun: 20 damage. Average (3+ to-hit, 3+ to-wound, 3+ save: 3 unsaved wounds, 6 damage.
- Grav-Flux Bombard: Now your dedicated horde killer. It deals 1d3 shots, and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 7d3 shots when targeting a mob of Conscripts, or 14d3 if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn. It also does more damage (5, rather than 2) against Vehicles, Monsters, and Titanic. Despite the increased damage, it is actually the least effect weapon against vehicles; with only a d3 shots, between rolls to hit (typically with a movement penalty) and wound, you are actually unlikely to kill even a Rhino (or equivalent). Against anything with an invulnerable save so few shots are liable to bounce for no damage. A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets. The gun is only 18' and you'll take a BS penalty (typically down to 3+) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, usually one wound per target is all it will take; assuming you're up against T4 or less without an invuln save, you're looking at 2 7/9 or 2 2/9 (after moving) dead for every 5 models in the target, or around 50% casualties. Hopefully Morale will do the rest of the work for you, or you can just bring two of these things. Maximum damage per single gun: 15 damage. Average (2 shots, 3+ to-hit, 3+ to-wound, no save: 1 wound, 5 damage.
- The Claws can be swapped out for:
- Deimos Pattern Vindicator Laser Destroyer: A Vindicator who's siege canon has been swapped for a long-range anti-tank gun. T8 with 12 wounds and 3+ save is fairly durable, while the Laser Volley cannon kicks out an impressive 36' Heavy 2 S9 AP-3 3 Damage shot in 'volley fire' mode, and 36' Heavy 2 S10 AP-5 6 Damage(!) in 'overcharge fire' mode, but if you roll a 1 to-hit the tank takes 3 mortal wounds, so consider your firing profile wisely. Captains can buff vehicles with the same chapter keyword to help mitigate this via their re-roll bubble.
- Relic Land Raider Proteus: The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There's also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus' transport Capacity to 6, but it prevents anyone from deep striking within 12' of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won't be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armor instead to give it a 5+ invulnerable save, though it too reduces the Proteus' transport capacity.
- Land Raider Helios: Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind's different missile types, and it can transport 6 models too.
- Land Raider Prometheus: A fun toy for your Warlord- if he's embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn't reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 12 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.
- Land Raider Achilles: The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.
Fortifications[edit]
- Castellum Stronghold: In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2' by 2') is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn't fit inside completely, they can man the battlements for a cover save. And untill the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. At 550 points without guns this is something of an apocalypse thing.
Lords of War[edit]
For the first time Deathwatch now have access to Lord of War units, because who doesn't want a Deathwatch Spartan Assault Tank? Some bugs get really really big... Naturally, so do the Imperial artillery guns.
Forge World[edit]
Forgeworld FAQ[1] updates the relic rule for LoW: You can take 1 Relic Lord of War choice with no pre-requisites. Further Relic Lord of War choices beyond the first require another Lord of War that is NOT a Relic to be taken.
- Relic Spartan Assault Tank: The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1' of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that's a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don't do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, Jump Pack Infantry, and Centurions (but not Primaris). If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6' inches.
- Relic Typhon Heavy Siege Tank: The Vindicator's big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24' or 48' if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it's 2D6 high strength high AP shots. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1' of it (except for it's Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it's Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6' inches.
- Relic Cerberus Heavy Tank Destroyer: An insane Titan-class laser weapon mounted on a Spartan chassis, boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72', and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1' of it (except for it's Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it's Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6' inches.
- Relic Fellblade Superheavy Tank: The Baneblade's exponentially meaner cousin. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It's enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow rerolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the amazing Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6' inches. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1' of it. Further, it only benefits from cover saves when at least half the model is obscured. If you need a LOT of dakka on a tough as nails platform, you can't go wrong with the Fellblade.
- Relic Falchion Superheavy Tank Destroyer: A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120' away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units. It has yet to be updated with the new 3d3 shot profile the Shadowsword has.). Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, it's objectively better at destroying superheavies than a single Shadowsword in practically every way but you pay almost triple the points. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, and you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta if you crave even more dakka.
- Relic Mastodon Super-heavy Siege Transport: Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6' range for its siege melta array's reroll to kick in. With 30 wounds, S and T 9, and a 2+ save, this bad boy will get your dudes where they need to go safely. It can also transport terminators, jump pack models, and dreadnoughts of the standard and Contemptor varieties, but not bikes.
- Thunderhawk Assault Gunship: The standard air support and transportation workhorse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50' move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48' Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96' Heavy D3 S16 AP-4 2D6D (6's to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for ever VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72' Heavy 4 S8 AP-3 D3. It's Colossal Flyer rule forces your opponent to -1 from shooting attacks against the Thunderhawk, but also forces them to measure from where it's hull wound be if it was at ground level and add 12' to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy ass brick of resin up). It also means that a lot of guns flat out cannot shoot at it while it's Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, CENTURIONS, AND BIKERS. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units.
- Thunderhawk Transporter: A Thunderhawk variant designed for airlifting tanks, this unusual vehicle shares the statline of the Thunderhawk (with the exception of 26W - 4 fewer than the Gunship). In addition to 15 models including TERMINATORS, JUMP PACK models, CENTURIONS, and BIKES, it can hoist vehicles into battle in one of the following configurations:
- 1 model with the LAND RAIDER or SPARTAN ASSAULT TANK keyword.
- Up to 2 of the following: RHINO, RAZORBACK, INFERNUM RAZORBACK, PREDATOR, DEIMOS PREDATOR, WHIRLWIND, WHIRLWIND HYPERIOS, HUNTER, STALKER, DAMOCLES, VINDICATOR, VINDICATOR DESTROYER, WHIRLWIND SCORPIUS.
These vehicles act exactly like other passengers and are subject to the usual restrictions for embarking and disembarking, meaning they can detach while in Supersonic mode at the end of the movement phase. Transported vehicles can carry units at no additional transport cost to the Thunderhawk, so feel free to deep strike 25 dudes in a Spartan PLUS 15 dudes in the Thunderhawk itself. The cost of this unusual ability is the loss of ranged firepower - the Thunderhawk Transporter is armed with 'only' 4 Twin heavy bolters and a Hellstrike missile battery. It's much cheaper than the Thunderhawk Gunship, but its usefulness is somewhat questionable, cool as it may be.
- Sokar Pattern Stormbird: Fuck yes. For those who weren’t content with a mere Thunderhawk, we present for your pleasure the Stormbird! Can carry fully loaded Rhinos, most Dreadnoughts, or just a fuckload of marines. Did someone say deepstriking Leviathan Dreadnoughts?
Tactics[edit]
Without Allies[edit]
The Old One-Two (Three)[edit]
Take a Battalion. Fill your HQs with whatever you like. Your 3 Troops should be 2 Vet Squads, one tooled as an Anvil and one tooled as a Hammer, and a foot-slogging Intercessor Squad. Also take a Corvus and a Redeemer. Combat Squad all three troops choices, put the Anvil in the Redeemer and the Hammer in the Corvus. Deploy the Intercessors in your backfield and have them foot-slog and advance everywhere or camp a home objective. The Corvus should drop its 2 squads near something that needs to die and then all three should spend the rest of the game killing important units. Finally, the Redeemer and its 2 squads should be delivered to 1-2 objectives and refuse to move for the rest of the game if possible.
With Allies[edit]
Some general advice[edit]
While primaris look good on paper, they are still not exactly worth their points, unless you are hell-bent on playing a pure DW army. The codex greatly encourages getting your DW units right into your enemy's face, where you deal maximum damage with plasmas, meltas, frag cannons, and bolters. While your kill teams race towards the enemy in their Corvus Blackstars and Land Raiders, you need something that actually wants to sit back and can contribute efficiently to the fight. One of the biggest problems any DW player will face is that you won't have many units on the table at the beginning of the game. Thus, it's really easy for your opponent to focus fire on lone Corvus or a Raider, destroying it first turn and leaving your kill teams far away from the enemy and exposed. That is where Ad Mech and Guard comes in. Both factions have cheap troops that want to stay back (Skitarii snipers, Infantry Squads with heavy weapons), have excellent sources of long-range firepower that will ruin your opponents day if not dealt with (Cadian HWTs, Leman Russes, Basilisks, Onager Dune Crawlers). For example, for 670 points you can field 4 infantry squads, 2 company commanders, and 3 Leman Russ Battle Tanks. Use your Kill Teams as scalpels - eliminating key enemy threats while your allies deal with the rest of enemies army (Hammer of The Emperor Style). It's fluffy, looks cool, and is brutally efficient.
Warhammer 40,000 Tactics Articles | |
---|---|
General Tactics |
|
Imperium |
|
| |
| |
Chaos |
|
Eldar |
|
Necrons |
|
Orks |
|
Tau |
|
Tyranids |
|
Retrieved from 'https://1d4chan.org/index.php?title=Warhammer_40,000/Tactics/Deathwatch(8E)&oldid=602440'