
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.

Special Ammunition
When this unit fires an absolver bolt pistol, auto bolt rifle, bolt carbine, bolt pistol(and heavy), boltgun(and combi), bolt rifle twin boltgun, stalker pattern boltgun/rifle, storm bolter, hellfire extremis(boltgun profile), all master crafted bolt weapons or a guardian spear, you can choose for it to fire special issue ammunition. If you do so, choose one kind of ammunition from the following list, and apply the corresponding modifier: Dragonfire Bolt, Hellfire Round, Kraken Bolt, Vengeance Round
Character Abilities of Deathwatch
Bane of Monstrosities You can re-roll failed wound rolls for your Warlord when attacking enemy VEHICLES or MONSTERS.
Castellan of the Black Vault Add 1 to the Damage characteristic of one weapon carried by your Warlord. Note that this cannot be a Relic of the Vigilant, and does not affect a weapon using the Banebolts of Eryxia
Lord of Hidden Knowledge Once per battle, if your Warlord is on the battlefield, you can re-roll a hit roll, wound roll, damage roll or saving throw. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you use a Stratagem; on a 5+, you gain a Command Point.
Nowhere to Hide At the start of each of your Shooting phases, pick one enemy unit anywhere on the battlefield. For the duration of the phase, that unit does not receive the benefit of cover against attacks made by DEATHWATCH units from your army that are within 6" of your Warlord.
Rites of Battle You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
Vigilance Incarnate Once during the battle, at the start of your turn, you can choose to change your army's current Mission Tactic (pg 94) for another one
Watch Eternal
Roll a D6 each time a DEATHWATCH model from your army within 6" of
your Warlord would lose their last wound. On a 6 the wound is not
lost.
Chapter Relic
Bane Bolts of Eryxia- Models with the Special Issue Ammunition ability only. Add 1 to the Damage of any special issue ammunition fired by the bearer. In addition, for each wound roll of 6+ made for any special issue ammunition fired by the bearer, the target suffers a mortal wound in addition to the normal damage.
The Beacon Angelis- Once per battle, at the end of your Movement phase, the bearer can use the Beacon Angelis to teleport a friendly unit to his position. When he does so, select a DEATHWATCH INFANTRY or BIKER unit that is either on the battlefield, or that is in a teleportarium. In either case, remove this unit and then set it up wholly within 6" of the bearer and more than 9" from any enemy model (any model that cannot be set up is slain).
Tome of the Ectoclades- At the start of each of your turns, pick a Mission Tactic (pg 94). Until the start of your next turn, you can choose to apply either the effects of the Mission Tactic that is currently active or the Mission Tactic you have chosen for the Tome of Ectoclades to any DEATHWATCH unit from your army within 6" of the bearer each time they attack
Strategems available to Deathwatch
- 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.
- 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.