Deathwatch Kill Team: 5 elite Space Marine operatives with unmatched flexibility. Veteran Astartes lets them double-shoot or double-fight each activation, while Special Issue Ammunition adapts weapons on the fly. They're tough (3+ saves, 13-18 wounds) and can be built for shooting (Gunner, Marksman) or melee (Blademaster, Demolisher). Unique ploys like Mission Tactics and Advanced Auspex Scan make them adaptable specialists who dominate any battlefield!
Core Abilities
Unusual Shooting
Firefight Ploy: Advanced Auspex Scan: enemy operatives cannot be obscured.
Unusual Melee
Headtaker Veteran: Clandestine Headtaker: second strike after first when unseen
Super Conceal
Out of Order Movement
Veteran Astartes: free 1AP action during counteraction
Activation Manipulation
Operative: Advanced Omni-Scrambler: delays enemy activation based on D6 roll.Rule: Veteran Astartes: operatives can counteract regardless of order.Firefight Ploy: Auspicator Tracking: change order when counteracting.
APL Modifiers
Demolisher Veteran: Heavy Thunder Hammer [Stun]Sanctus-V Biocryer Cuffs: Remove APL changes on friendly operative
Bitter Demise
Sanctus-V Biocryer Cuffs: regains up to D3 lost wounds to prevent incapacitation.
Block Rerolls
Damage Reduction
Operative: Aggressive Force: reduce damage by 1 when fighting or retaliatingStrategic Ploy: The Shield That Slays: reduce damage by 1 in opponent's territoryFirefight Ploy: Transhuman Physiology: retain defence die as critical to block more damage
Faction Rules
- Special Issue Ammunition: Once per turn, add a weapon rule to ranged weapons during a shoot action.
- Veteran Astartes: Operatives can perform two shoot or fight actions per activation, with counteraction bonuses.
Strategic Ploys
- Mission Tactics: Balanced weapon rule against selected order
- The Shield That Slays: Reduce damage from Normal Dmg 4+ by 1
- The Long Vigil: Reroll one defence dice in territory
- And They Shall Know No Fear: Ignore stat changes from being injured
Firefight Ploys
- Suffer Not the Alien: re-roll attack dice against non-CHAOS/IMPERIUM
- Advanced Auspex Scan: ranged weapons gain Saturate, ignore obscurement
- Auspicator Tracking: change order when counteracting
- Transhuman Physiology: retain normal success as critical success
Equipment
- Digital Weapons: Once per turning point, inflict 1 damage in Fight action
- Sanctus-V Biocryer Cuffs: Once per activation, regain D3 wounds, fix APL, or remove tokens
- Scrutavore Servo-Thrall: Once per turning point, mission action costs 1 less AP
- Ammunition Reserve: Once per battle, use Special Issue Ammunition twice in a turning point
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Check the full faction rules for complete details.