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40K - Chapter Approved - Deathwatch Kill Teams

Jan 14, 2016

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Emlyn Fuller

Old rules for the Deathwatch for 40k
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  • DEATHWATCHKILL-TEAMS

    BY GRAHAM McNEILL

    D eathwatch members are primarilyvolunteers from Space Marinechapters that rigidly adhere to theCodex Astartes. Because teams are made upof battle brothers from several chapters, it isessential they follow a similar doctrine. Onthe Eastern Fringe of the Imperium, theInquisitorial Fortress at Talasa Prime hasrecruited, trained and equipped Kill-teamsfrom the Ultramarines, Scythes of theEmperor and Lamenters Chapters for serviceagainst the Tyranids.

    There are two ways that members of theDeathwatch can be incorporated into normalWarhammer 40,000 armies. The first is touse an entire team of Deathwatch SpaceMarines. Up to one Kill-team can be includedin any Imperium army as an HQ choice (seeright for army list entry). For this purpose, anImperium army consists of any Space Marinearmy picked using only Codex SpaceMarines*, any Imperial Guard army (includingCatachans, Steel Legion etc) or anyInquisitorial army (Daemonhunters, WitchHunters or Alien Hunters).

    As an alternative to fielding entire Kill-teams,you may upgrade one or more members ofany Space Marine army selected using onlyCodex Space Marines* to members ofDeathwatch. As a reward for the serviceprovided to the Deathwatch, the rareammunition types they use are made

    available in limited numbers when thevolunteer Space Marine is back in regularservice with his chapter. Only IndependentCharacters or members of Headquarters,Veteran or Tactical squads can be upgraded,and these must wear the distinctiveDeathwatch shoulder pad. Deathwatchmembers must be armed with a bolter or acombi-weapon with a bolter component. Itcosts 5 points to make a model a DeathwatchVeteran (there is no change to their profile).Each may then select one of the followingammunition types at the cost specified in thesquad rules opposite.

    M.40 targeter with auto-sense link and Stalker silenced shells

    Metal storm ammunition

    Inferno bolts

    Kraken bolts

    This ammunition may only be used with abolter or the bolter part of a combi-weapon.

    *In truth, the Deathwatch are recruited fromall different chapters including Space Wolves,Blood Angels etc. However, the discipline andtraining of such individuals is legendary, sofor this article weve only covered CodexDeathwatch other chapters with their owncodexes get plenty of extras already!

    The Deathwatch are a highly elite force. Specialising in countering theincursions of aliens that threaten the freedoms and lives of Mankind, theyare equipped with unique weaponry to neutralise xenos predators. GrahamMcNeill presents rules for using these alien-hunters in your games.

    A Deathwatch Kill-team storm a ruin chapel, prepared to take on any foe.

  • 0-1 DEATHWATCH KILL-TEAM

    Points/Model WS BS S T W I A Ld SvCaptain 60 5 5 4 4 2 5 3 9 3+Veteran Space Marine 30 4 4 4 4 1 4 2 9 3+Space Marine 20 4 4 4 4 1 4 1 8 3+

    Number/Squad: The Deathwatch squadconsists of one Space Marine Captain andbetween 4 and 9 Deathwatch Space Marines.The Captain (or Librarian) is an IndependentCharacter and may not leave the squad. If allthe members of his squad are killed, he actsas an Independent Character as normal.

    Equipment: Bolter and close combat weapon,frag grenades, melta-bombs.

    Options: The Captain may select items fromthe Space Marine Armoury.

    The Captain can be upgraded to a Librarian(Codicier) at +40 points. As a Librarian he isnow equipped with a force weapon andpsychic hood. He may use the Psychic PowerStorm of the Emperors Wrath. He mayreplace this power with an alternative powerat the points cost listed on page 21 of Codex:Space Marines. He may select Librarian onlyitems from the Space Marine Armoury.

    Any squad member can be a Veteran, butcosts 30 points rather than 20 points.

    Up to 2 Space Marines can be armed with aspecial weapon from the following list inplace of their bolter: Heavy bolter with Hellfireammo and suspensors at +15 points, M.40targeter, bolter and ammo at +10 points,

    plasma gun at +6 points, meltagun at +10points, flamer at +3 points.

    Any Veteran can be armed with a weaponfrom the following list unless they are alsoarmed with a special weapon. The newweapon replaces their close combat weapon:power fist at +25 points, lightning claw at +25points or a pair of lightning claws at +30points (replaces both bolter and close combatweapon), power weapon at +15 points.

    All models not armed with a special/Veteranweapon may be issued with one of thefollowing special ammo types: metal stormammunition at +5 points, inferno bolts at +5points, or kraken bolts at +5 points. Note thatthe same ammo must be used throughout thesquad. See boxout below for rules and detailsof these weapons.

    SPECIAL RULESTrue Grit. All Deathwatch Marines have TrueGrit. See the Universal Special Rules sectionof the Warhammer 40,000 Rulebook.

    Transport. A Deathwatch Kill-team may bemounted in a Rhino at +50 points. If theSquad numbers six models or less then theymay be mounted in a Razorback at +70points. A Deathwatch Kill-team may bemounted in a Drop Pod (see p21 of Codex:Space Marines).

    Deep Strike. The Deathwatch have manyways of reaching a battlefield by surprise.Unless they are mounted in a Rhino, theymay always start the game in reserve andarrive by Deep Strike. Whether this is byteleporter, termite, alien technology or grav-chute is up to the player.

    Heavy bolter. Potentially a very versatileweapon if equipped with an additionalsuspensor unit that provides just enoughstability to allow it to be fired on the move.The effective range is seriously reducedbut it gains the ability to providesuppressive fire while advancing. BecauseKill-teams often operate alone, this justifiesthe use of the rare suspensor units.

    Range: 18" Strength: 5 AP: 4 Assault 3

    It is also capable of utilising the Hellfireround, a ceramic sheath that shatters intothousands of needle-like shards oncontact, penetrating the hide of the targetand carrying mutagenic acid into theenemys blood stream. The acid is sopowerful that even the most enormouscreature is vulnerable. A Hellfire round isloaded and fired singly. It wounds on a 2+regardless of the targets Toughness.

    Range: 36" Strength: 5 AP: 4 Blast,Heavy 1

    Bolter with M.40 targeter. A normal bolterequipped with an M.40 targeter with auto-sense link and Stalker silenced shells actsas a perfectly satisfactory sniper weapon.In this mode the bolter is a Heavy 2

    weapon which causes Pinning tests but isotherwise identical in terms of range,accuracy and strength to a normal bolter.

    Metal storm ammunition. A bolter loadedwith metal storm ammunition may be firedfrom the hip with remarkable accuracy. Themetal storm shells explode in proximity tothe enemy, their fragmentation casingmaking pinpoint accuracy unnecessary.The penetrative and destructive qualities ofthe round suffer as a consequence.

    Range: 18" Strength: 3 AP: Assault 2

    Inferno bolts. A bolter loaded with Infernorounds can cause far more horrific woundsthan a conventionally loaded bolter. This isachieved by filling the bolt with an oxy-phosphor gel. Re-roll any failed rolls towound (but not any vehicle ArmourPenetration rolls).

    Range: 24" Strength: 4 AP: 5 Rapid Fire

    Kraken bolts. A bolter loaded with aKraken penetrator round is capable ofpiercing the toughest hide thanks to itsadamantine core and improved propellant.

    Range: 30" Strength: 4 AP: 4 Rapid Fire

    WEAPONS OPTIONS NOTES

    Deathwatch Kill-teams are available as a complete five-man squad boxed set or asseparate components from GW Direct. If you want to add them to your army, log on to:

    www.games-workshop/store/deathwatch or call: 0115 91 40000 for more details.