During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
6"
2+
2+
4
4
5
4
9
3+/4++
6"
Pistol D6
3
0
1
This weapon automatically hits its target
Melee
Melee
User
-3
1
Your opponent must re-roll successful invul saves for wounds caused by this weapon.
6"
2+
2+
4
4
6
4
9
2+/4++
6"
2+
3+
4
4
4
3
9
3+
6"
3+
3+
6
7
8
4
8
3+
During Deployment, you can set this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your Movement phases this model can perform a drop pod assault. - set it up anywhere on the battlefield that is more that 9" away from any enemy models. Any models embarked inside must immediately disembark, but they must be set up more than 9" away from any enemy model. Any models that cannot be set up because there is not enough room are slain.
This model can transport 10 CHAPTER INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, or CENTURION models.
0"
-
3+
6
6
8
0
8
3+
This model can transport 10 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
*
6+
*
8
8
16
*
9
2+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 12 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
*
6+
*
8
8
16
*
9
2+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can transport 16 CHAPTER INFANTRY models. Each JUMP PACK or TERMINATOR model takes the space of two other infantry models and each CENTURION takes the space of three other models. It cannot transport PRIMARIS models.
*
6+
*
8
8
16
*
9
2+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Librarius disipline.
6"
3+
3+
4
4
4
3
9
3+
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Librarius disipline.
5"
3+
3+
4
4
5
3
9
2+/5++
This model can transport 6 CHAPTER INFANTRY models. It cannot transport JUMP PACK, TERMINATORS, PRIMARIS, or CENTURION models.
*
6+
*
6
7
10
*
8
3+
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
This model can tranport 10 CHAPTER INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, CENTURION models.
*
6+
*
6
7
10
*
8
3+
6-10+
12"
3+
3
3-5
6"
4+
D3
1-2
3"
5+
1
6"
2+
2+
6
7
8
4
8
3+
When Attacking with this weapon, choose one of the profiles listed.
16"
Assault 2
4
0
1
You can re-roll failed wound rolls for this weapon.
16"
Assault 2
4
-1
1
If the target is within 1/2 range of this weapon its attacks are resolved with a Damage of 2.
7"
Assault D6
3
0
1
This weapon automatically hits its target.
30"
Heavy 2
4
-1
1
-
8"
Assault 2D6
6
-1
1
This weapon Automatically hits its target.
When Attacking with this weapon, choose one of the profiles listed.
24"
Assault 2
7
-2
2
If the target is within 1/2 range of this weapon its attacks are resolved with a Strength of 9 and an AP of -3
6"
2+
2+
4
4
6
4
9
2+/4++
You can re-roll failed hit rolls for friendly DEATHWATCH units within 6" of this model.
24"
Rapid Fire 1
4
-1
2
-
Melee
Melee
+1
-3
D3
-
6"
2+
2+
4
4
5
4
9
3+/4++
Roll a D6 whenever Watch Captain Artemis loses a wound. On a 6, he does not lose that wound.
8"
Assault D6
*
0
1
This weapon automatically hits its target, and wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+
When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls made for this weapon.
Grenade 1
-
-
-
-
This weapon can only be used once per battle. If the attack hits, deal D6 mortal wounds to your target. If it misses, Watch Captain Artemis suffers D6 mortal wounds.
A unit of Veterans can contain models with different Toughness characteristics. If this is the case, use the Toughness characteristic of the majority of the models in the unit when the enemy makes wound rolls against it. If there is no majority, the Deathwatch player can choose which of the values is used. For the purposes of the Bolter Discipline ability and for determining what models a vehicle can transport, Terminators have the TERMINATOR keyword, Bikers do not have the INFANTRY keyword and instead have the BIKER keyword, and Vanguard Veterans have the JUMP PACK keyword.
For the purposes of setting up on or moving through Battlefield Terrain, this unit is treated as an INFANTRY unit, even if it contains any BIKER models.
During the Movement phase, Vanguard Veterans can move across models as if they were not there, and when moving across terrain features, vertical distance is not counted against the total these models can move (i.e. moving vertically is free for these models in the Movement phase). During the Charge phase, Vanguard Veterans can move across models (other than BUILDINGS) as if they were not there. When a Kill Team that includes any Vanguard Veterans Falls Back, it can shoot later that turn as if it could FLY.
A unit that contains a Black Shield can make Heroic Interventions as if it were a CHARACTER, and must do so if able to.
When a Kill Team that includes any Deathwatch Bikers Falls Back, it can charge later that turn.
This unit automatically passes Morale tests if it contains any Terminators.
6"
3+
3+
4
4
1
2
8
3+
6"
3+
3+
4
4
1
3
9
3+
6"
3+
3+
4
4
1
3
8
3+
6"
3+
3+
4
4
1
2
8
3+
12"
Pistol 1
4
0
1
-
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll. Each time you make a wound roll of 6+ with this weapon, that hit is resolved with a Damage of 6.
A model with a combat shield has a 5+ invul save.
If this unit has a Deathwatch teleport homer, place it anywhere in your deployment zone when your army deploys. If an enemy model is ever within 9" of the Deathwatch teleport homer, it is deactivated and removed from the battlefield. Whilst there are any friendly Deathwatch teleport homers on the battlefield, a unit that contains one or more Deathwatch Terminators can perform an emergency teleport instead of moving in its Movement phase. At the end fo the Movement phase, remove the unit and then set it up with all models within 6" of a friendly Deathwatch teleport homer. That Deathwatch teleport homer then shorts out and is removed from the battlefield.
This unit automatically passes Morale tests.
5"
3+
3+
4
4
2
3
9
2+/5++
During deployment, you can set up this unit high in the skies instead of placing it on the battlefield, at the end of any of your Movement phases this unit can assault from above - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
12"
3+
3+
4
4
1
3
9
3+
When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
When a kill Team that includes any Deathwatch Bikers Falls Back, it can charge later that turn.
14"
3+
3+
4
5
2
3
9
3+
This model can transport 12 DEATHWATCH INFANTRY models. Each JUMP PACK or TERMINATORS model takes the space of 2 other models. It can also transport DEATHWATCH BIKER models - each takes up the space of 3 other models. It cannot transport PRIMARIS models.
*
6+
*
8
7
14
*
8
3+
8-14+
20-45"
3+
3
4-7
20-30"
4+
D3
1-3
20"
5+
1
Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.
This model can fire its Blackstar cluster launcher as it flies over enemy units in its Movement phase. To do so, after this model has moved, pick one enemy unit that it flew over. Then roll one D6 for each model in the enemy unit (up to a maximum of 10 D6). Each time you roll a 6 the unit being bombed suffers 1 mortal wound.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D6 mortal wounds.
Each time this model moves, first pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves), and then move the model straight forwards, Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
When Attacking with this weapon, choose one of the profiles below.
30"
Heavy D6
6
-1
1
Add 1 to hit rolls for this weapon when targeting a unit that can FLY
30"
Heavy D6
4
0
1
Add 1 to hit rolls for this weapon when targeting a unit that is in cover
You can re-roll hit rolls of 1 for a model with an auspex array when targeting an enemy in the Shooting phase that cannot FLY
‘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.
12"
3+
3+
4
4
1
2
8
3+
14"
3+
3+
4
5
2
2
8
3+
14"
3+
3+
4
5
2
2
8
3+
5"
3+
3+
4
4
2
2
8
2+
5"
3+
3+
4
4
2
2
8
2+
Models in this unit do not suffer the penalty to their hit rolls for Advancing and firing Assault Weapons.
5"
3+
3+
4
5
3
4
8
3+
16"
Pistol 1
5
-1
1
-
6"
3+
3+
4
4
2
2
7
3+
6"
3+
3+
4
4
2
3
8
3+
6"
2+
2+
4
4
6
5
9
3+/4++
36"
Heavy 1
4
-2
3
-
Roll a D6 each time a model from this unit finishes a charge move within 1" of an enemy unit; on a 6, that unit suffers a mortal wound.
During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can use a meteoric descent - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
10"
3+
3+
4
5
3
3
8
3+
A unit of Intercessors can contain models with different Toughness characteristics. If this is the case, use the Toughness characteristic of the majority of the models in the unit when the enemy makes wound rolls against it. If there is no majority, the Deathwatch player may choose which of the values is used. For the purposes of determining what models a vehicle can transport, Aggressors and Inceptors have the MARK X GRAVIS keyword and Inceptors have the JUMP PACK keyword.
6"
3+
3+
4
4
2
3
8
3+
6"
3+
3+
4
4
2
2
7
3+
24"
Assault 3
4
0
1
-
36"
Heavy 1
4
-2
2
-
If a model is armed with a auxiliary grenade launcher, increace the range of any Grenade weapons they have to 30"
6"
3+
3+
4
4
5
3
8
3+
6"
2+
3+
4
4
5
4
9
3+
2
1
Smite, 2 Librarius
-
6"
3+
3+
4
4
5
4
9
3+
*
*
*
7
7
13
4
8
3+
7-13+
8"
3+
3+
4-6
6"
4+
4+
1-3
4"
5+
5+
When models with grapnel launchers move in the Movement phase, do not count any vertical distance they move against the total they can move (i.e. moving vertically is free for these models in the Movement phase). In addition, during deployment you can set up this unit if it is equipped with grapnel launchers behing enemy lines instead of placing it on the battlefield. At the the end of your movement phase this unit can join the battle. Set it up within 6" of a battlefield edge of your choice and more than 9" away from any enemy models.
During deployment, you can set it up in high orbit instead of placing it on the battlefield. At the end of any of your Movement phases this unit can descend - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
6"
3+
3+
4
4
2
3
8
3+
6"
Grenade D3
0
0
0
A shock greande doesn't inflict any damage. Instead, each time a shock grenade hits an enemy INFANTRY unit, it is stunned until the end of the turn - it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. Second and subsequent hits from a shock grenade have no additional effect.
Distanes and ranges are always measured to and from this model's hull even though it has a base.
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor.
This model can transport 10 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models.
*
6+
*
8
8
16
*
9
3+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
24"
Rapid Fire 2
4
0
1
-
24"
Rapid Fire 1
4
0
1
-
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Librarius disipline.
12"
3+
3+
4
4
4
3
9
3+
You can re-roll failed wound rolls for your Warlord when attacking enemy VEHICLES or MONSTERS.
24"
Rapid Fire 2
4
0
1
-
6"
Grenade D3
0
0
0
A shock greande doesn't inflict any damage. Instead, each time a shock grenade hits an enemy INFANTRY unit, it is stunned until the end of the turn - it cannot fire Overwatch and your opponent must subtract 1 from any hit rolls made for the unit. Second and subsequent hits from a shock grenade have no additional effect.
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
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.
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.
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.
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
12"
Pistol 1
4
0
1
-
6"
2+
3+
4
4
5
3
9
2+/4++
6"
3+
3+
4
4
2
2
7
3+
Whilst any REIVER units from your army are within 3" of any enemy units, subtract 1 from the Leadership characteristic of each of those enemy units for each REIVER unit from your army that is within 3" of that enemy unit (to a maximum of -3).
5"
3+
3+
4
5
3
3
7
3+
When this unit fires Overwatch or is chosen to shoot with, models in this unit can shoot twice if this unit did not move this turn.
A unit of Intercessors that includes any Aggressors does not suffer any penalty to their hit rolls for Advancing and firing Assault weapons, or for moving and firing Heavy weapons.
10"
3+
3+
4
5
3
2
7
3+
Roll a D6 each time an Inceptor finishes a charge move within 1" of an enemy unit; on a 6, that unit suffers a mortal wound.
During the Movement phase, Inceptors can move across models as if they were not there, and when moving across terrain features, vertical distance is not counted against the total these models can move (i.e. moving vertically is free for these models in the Movement phase). During the Charge phase, Inceptors can move across models (other than Buildings) as if they were not there. In addition, when a unit of Intercessors that includes any Inceptors Falls Back, it can shoot later that turn as if it could FLY.
24"
Assault 3
4
0
2
-
12"
Assault D3
4
-1
1
13"
Pistol 1
5
-3
1
-
18"
Assault 2
4
-2
1
-
18"
Assault 2
4
-2
1
-
9"
Pistol 1
4
-2
1
-
24"
Rapid Fire 1
4
-3
1
-
18"
Rapid Fire 1
4
-2
1
-
24"
Rapid Fire 1
4
-1
2
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
9"
Pistol 1
4
-3
1
-
24"
Assault 2
4
0
2
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
24"
Rapid Fire 1
4
-1
2
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
42"
Heavy 1
4
-2
2
-
30"
Heavy 1
4
-3
1
-
24"
Heavy 2
4
-3
1
-
18"
Rapid Fire 2
4
-2
1
-
30"
Rapid Fire 2
4
-1
1
-
24"
Rapid Fire 2
4
0
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
24"
Rapid Fire 2
4
0
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
19"
Pistol 1
5
-2
1
-
16"
Pistol 1
5
-1
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
16"
Pistol 1
5
-1
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
30"
Assault 2
4
-1
1
-
24"
Assault 2
4
0
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
24"
Assault 2
4
0
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
30"
Assault 2
4
-1
1
-
24"
Assault 2
4
0
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
24"
Assault 2
4
0
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
15"
Pistol 1
4
-1
1
-
12"
Pistol 1
4
0
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
12"
Pistol 1
4
0
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
36"
Rapid Fire 1
4
-2
1
-
30"
Rapid Fire 1
4
-1
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
30"
Rapid Fire 1
4
-1
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
30"
Rapid Fire 1
4
-1
1
-
24"
Rapid Fire 1
4
0
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
24"
Rapid Fire 1
4
0
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
18"
Rapid Fire 1
4
-3
2
-
30"
Rapid Fire 1
4
-2
2
-
24"
Rapid Fire 1
4
-1
2
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
15"
Pistol 1
4
-2
1
-
12"
Pistol 1
4
-1
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
12"
Pistol 1
4
-1
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
30"
Assault 2
4
-1
2
18"
Assault 2
4
-2
2
24"
Assault 2
4
0
2
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
30"
Rapid Fire 1
4
-2
2
-
18"
Rapid Fire 1
4
-3
2
-
24"
Rapid Fire 1
4
-1
2
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
36"
Heavy 1
4
-2
2
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
36"
Heavy 1
4
-2
2
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
30"
Heavy 1
4
-3
2
-
42"
Heavy 1
4
-2
1
-
36"
Heavy 1
4
-2
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
36"
Heavy 1
4
-2
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
36"
Heavy 2
4
-2
1
-
30"
Heavy 2
4
-1
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
30"
Heavy 2
4
-1
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
24"
Rapid Fire 2
4
0
1
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
24"
Rapid Fire 2
4
0
1
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
30"
Rapid Fire 2
4
-1
1
-
18"
Rapid Fire 2
4
-2
1
-
Models in this unit have a 5+ invulnerable save.
6"
3+
3+
4
4
2
2
8
2+
6"
3+
3+
4
4
2
3
9
2+
6"
3+
3+
4
4
4
3
8
3+
At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a single model. Select a friendly DEATHWATCH INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. If the Apothecary fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, etc.) as he recovers the gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
5"
3+
3+
4
4
5
2
8
2+
This unit automatically passes Morale tests.
*
6+
*
8
8
16
*
9
3+
9-16+
10"
3+
6
5-8
5"
4+
D6
1-4
3"
5+
1
Distances and ranges are always measured to and from this model's hull even though it has a base.
Your opponent must subtract 2 from any charge rolls made for units that declare a charge against a Repulor.
This model can transport 6 CHAPTER PRIMARIS INFANTRY models. Each MK X GRAVIS model takes up the space of 2 other models. It cannot transport JUMP PACK models.
If this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characterisitc), it can shoot its heavy laser destroyer or macro plasma incinerator twice in the following Shooting phase (this weapon must target the same unit both times).
72"
Heavy 2
10
-4
D6
Damage rolls of 1 or 2 made for an attack with this weapon count as 3 instead.
36"
Heavy 6
4
-1
1
Add 1 to hit rolls made for this weapon against targets that can FLY. Subtract 1 from hit rolls made for this weapon against all other targets.
6
18"
If manifested, pick an ADEPTUS ASTARTES unit within 18" of the psyker. Until the start of your next Psychic phase, you can re-roll charge rolls and Advance rolls for that unit and they always fight first in the Fight phase, even if they didn't charge. If the enemy unit also has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
6
12"
If manifested, select an ADEPTUS ASTARTES model within 12" of the psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness, and Attacks characteristics.
8
Self
If manifested, then until the start of your next Psychic phase, while they are within 6" of the psyker, enemy models cannot take invulnerabe saves and must halve the results of any Psychic tests (rounding up) that they take.
5
18"
If manifested, select a friendly ADEPTUS ASTARTES unit within 18". Until the start of your next Psychic phase that unit automatically passes Morale tests and you can roll a D6 each time it suffers a mortal wound from a psychic power; on a 4+ that mortal wound is ignored.
7
3D6"
If manifested, roll 3D6 and select a visible enemy unit within that many inches of the psyker (if no enemy models are within range, this power has no further effect). Draw an imaginary straight line between the psyker and that model; each enemy unit that this line passes over or through suffers a mortal wound.
6
18"
If manifested, select a visible enemy unit within 18". Then, roll a D6 and add the psyker's Leadership to the result. Your opponent then rolls a D6 and adds the Leadership of their unit to the result. If the psyker's total score is greater than the enemy's score, the enemy unit suffers D3 mortal wounds; if it is equal to the enemy's score, the enemy unit suffers one mortal wound; it if is less than the enemy's score, nothing happens.
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).
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.
Models with a storm shield only. The Dominus Aegis replaces the bearer’s storm shield. The bearer has a 3+ invulnerable save. In addition, if the bearer does not move in your Movement phase, then until the start of your next Movement phase, friendly DEATHWATCH models within 6" of the bearer gain a 5+ invulnerable save
Watch Masters only. Enemy VEHICLES subtract 1 from their hit rolls whilst they are within 9" of this model. Each time the bearer fights, you can make one additional attack with the Osseus Key against an enemy VEHICLE within 1" of them; if this attack hits, the target unit suffers D3 mortal wounds.
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
Melee
Melee
User
-3
2
When setting up the bearer, pick one of the following keywords: ORK, TYRANID, T’AU EMPIRE, AELDARIor NECRONS. You can re-roll failed wound rolls for this weapon when attacking enemy units with that keyword
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly<CHAPTER> units whilst their unit is within 6" of this model
This model knows the Litany of Hate (see below) and one litany from the Litanies of Battle (pg 188). At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.
If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power or the Flesh is Weak Chapter Tactic).
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
If this litany is inspiring, add 1 to this model’s Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll
If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6" of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit’s charge roll or increases the distance it can pile in or consolidate.
When this unit fires any ranged weapons from the following list, you can choose for it to fire special ammunition. If you do so, the Bolter Discipline ability does not apply when resolving their shots, but you instead choose one kind of ammunition from the table to the right and apply the corresponding modifier.
(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) Table: Dragonfire Bolt, Hellfire Round, Kraken Bolt, Vengeance Round
Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
Add 3" to the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 1 (e.g. an AP of 0 becomes -1), to a maximum AP of -2.
Subtract 3" from the range of this weapon if it is a Pistol – or 6" otherwise – and improve the AP of the attack by 2 (e.g. an AP of 0 becomes -2),to a maximum AP of -3.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
5"
3+
3+
4
4
2
2
8
2+
When this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
All friendly <CHAPTER> units within 6" of this model can use the Chaplain's Leadership instead of their own.
You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6" of this model.
This model has a 4+ invulnerable save.
You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
You can add 1 to Deny the Witch tests you take for this model against enemy PSYKERS within 12".
You can re-roll failed hit rolls in the Fight phase for friendly <CHPATER> units within 6" of this model.
This model has a 4+ invulnerable save.
Terminators have a 5+ invulnerable save.
Before deployment at the start of the game, a unit with this ability containing 10 models may be split into two units, each containing 5 models. Units of Agressors, Bikers or Inceptors containing 6 models can also be split into two units, each containing 3 models.
Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
This model does not suffer he penalty to hit rolls for moving and firing Heavy Weapons.
During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases this model can teleport into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Roll a D6 each time this models finishes a charge move within 1" of an emeny unit; on a 4+ that unit suffers D3 motal wounds.
Roll a D6 each time this model loses a wound; on a 6 the damage is ignored and that wound is lost.
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit rolls.
18"
Assault 6
4
0
1
-
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit rolls.
8"
Assault 2d6
4
0
1
This weapon automatically hits its target.
18"
Assault D6
4
0
1
-
16"
Pistol 1
5
-1
1
-
36"
Heavy 1
8
-4
1
-
36"
Heavy 1
9
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
24"
Assault 2
6
-4
1
-
24"
Assault 2
7
-4
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
18"
Assault D3
7
-3
1
-
18"
Assault D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon's shots have been resolved.
3"
Pistol 1
4
-3
2
-
At the end of any of your Movement phases, the Apothecary can attempt to heal or revive a singel model. Select a friendly <CHAPTER> INFANTRY or BIKER unit within 3" of the Apothecary. If that unit contains a wounded model, it immediately regains D3 lost wounds. If the chosen unit contains no wounded models but one or more of its models have been slain during the battle, roll a D6. On a 4+ a single slain model is returned to the unit with 1 wound remaining. I fthe Apothecary fails to revive a model he can do nothing else for the remainder of the turn (shoot, charge, fight, ect.) as he recovers gene-seed of the fallen warrior. A unit can only be the target of the Narthecium ability once in each turn.
30"
Heavy 12
5
-1
1
-
24"
Heavy D3
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
24"
Heavy 6
5
-1
1
-
36"
Heavy D6
8
-4
1
-
36"
Heavy D6
9
-4
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Melee
Melee
x2
-3
D6
-
12"
Pistol 1
4
-1
1
-
24"
Assault 2
4
0
1
-
36"
Heavy 3
4
-1
1
-
18"
Assault 1
6
-1
D3
-
36"
Heavy 3
4
-1
1
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
Instead of shooting any weapons in the Shooting phase, the vehicle can use its Auto Launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.