Assemble Your Team
0/5 selected · 0/1 Gravis
Faction Rules
Faction Rule
Veteran Astartes
These genetically modified superhumans are made for unending war. Their skills have been honed over long years of battle and further refined with specialist knowledge through their Long Vigil.
During each friendly DEATHWATCH operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions and an auxiliary grenade launcher, frag cannon, heavy plasma incinerator, infernus heavy bolter, plasma pistol or stalker bolt rifle is selected for both, or if a melta bomb is selected for either, 1 additional AP must be spent for the second action.

Each friendly DEATHWATCH operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.
Faction Rule
Special Issue Ammunition
The Deathwatch utilise a range of specialised ammunition in many of their weapons. Each type is designed to eliminate specific xenos foes.
Once per turning point, when a friendly DEATHWATCH operative is performing the Shoot action, in the Select Weapon step, you can use this rule. If you do, select one of the following weapon rules for that operative's ranged weapons to have until the end of the action. This rule cannot be used with explosive grenades (see universal equipment) or melta bombs.
  • Blast 1" (you cannot select this if the weapon profile being used has the Torrent weapon rule)
  • Devastating 1
  • Lethal 5+
  • Piercing Crits 1
  • Saturate
  • Severe
Strategy Ploys
Mission Tactics
Through collated strategic data and hard-won combat experience, the Deathwatch possess the tactics to combat almost any foe.
Select Conceal or Engage. Whenever a friendly DEATHWATCH operative is shooting against, fighting against, or retaliating against an enemy operative that has that order, that friendly operative's weapons have the Balanced weapon rule.
The Long Vigil
The Deathwatch guard some of the most dangerous stretches of the Imperium. Their vow to stand firm is at the heart of their vigil; they will see their foes dead before they abandon the Emperor's realm.
Whenever an operative is shooting a friendly DEATHWATCH operative that's wholly within your territory, you can re-roll one of your defence dice.
The Shield That Slays
To enter the infested holds of the xenos is to be assailed by the most inhuman of abominations and technology, a foulness that the Deathwatch are trained to resist.
Whenever a friendly DEATHWATCH operative is wholly within your opponent's territory, Normal Dmg of 4 or more inflicts 1 less damage on it.
And They Shall Know No Fear
Space Marines possess extraordinary courage and are utterly unflinching in the face of terrifying horrors and overwhelming odds.
You can ignore any changes to the stats of friendly DEATHWATCH operatives from being injured (including their weapons' stats).
Firefight Ploys
Suffer Not the Alien
Every tool at their disposal, every scrap of knowledge, is sharpened upon the whetstone of the Deathwatch's hatred of the alien.
Use this firefight ploy after rolling your attack dice for a friendly DEATHWATCH operative, if it's shooting against, fighting against, or retaliating against an operative that doesn't have the CHAOS or IMPERIUM keyword. You can re-roll any of your attack dice.
Auspicator Tracking
Neurally connected to a battle-brother's senses, auspicator lenses can improve their data prescience to almost precognitive levels.
Use this firefight ploy when a friendly DEATHWATCH operative is counteracting, before it performs any actions. You can change its order.
Advanced Auspex Scan
Between unstinting sweeps of their bioscryer cuffs and the augmented instincts of the Deathwatch themselves, no lurking threat can long evade their sights.
Use this firefight ploy when a friendly DEATHWATCH operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.
Transhuman Physiology
The genetically modified physiology of a Space Marine is capable of resisting wounds that would kill a lesser being.
Use this firefight ploy when an operative is shooting a friendly DEATHWATCH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Faction Equipment
Digital Weapons
Various high-powered lasers, toxic needles, incineration projectors and more are concealed as bionic implants or in the knuckles of gauntlets. They lack the power to be used at range, but can be triggered up close to exploit a weakness while the enemy fends off the main attack.

Once per turning point, when a friendly DEATHWATCH operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.
Scrutavore Servo-Thrall
This specialised servo-skull circles a kill team's deployment on anti-grav motors, consuming data at a voracious rate before dissecting it and feeding the resultant analyses to the battle-brothers to provide maximum strategic awareness. Many are built upon the skulls of loyal serfs, though some are constructed around the sanctified craniums of defeated xenos.

Once per turning point, during a friendly DEATHWATCH operative's activation, you can use this rule. If you do, that operative can perform a mission action for 1 less AP.

Having an enemy operative within its control range doesn't prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.
Sanctus-V Bioscryer Cuffs
Developed by Techmarines and Apothecaries of the Castilos Nullifact watch fortress, these vambrace-mounted monitron relays offer unparalleled analysis and purgation of a range of bio-threats to the wearer's augmented physiology.

Once during each friendly DEATHWATCH operative's activation, before or after it performs an action, if it's not within control range of enemy operatives, you can use this rule. If you do, select one of the following:
  • That friendly operative regains up to D3 lost wounds.
  • Remove any changes to that friendly operative's APL stat.
  • Remove one of the following tokens that friendly operative has (before that token's activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.
Ammunition Reserve
Awarded to kill teams whose marksmanship is as efficient as it is lethal, additional caches of individually crafted shells, fuel canisters and ammunition cells serve to secure victory during the most dangerous missions.

Once per battle, you can use the Special Issue Ammunition faction rule for up to two Shoot actions during one turning point, but you must select different weapon rules for both uses. This takes precedence over the normal Special Issue Ammunition rules.
Deathwatch Kill Team
Archetype: Seek & Destroy
Archetype: Security
Operatives (5)

5 DEATHWATCH operatives selected from the following list:

  • WATCH SERGEANT (Leader)
  • AEGIS
  • BLADEMASTER
  • BOMBARD (Gravis)
  • BREACHER (Gravis)
  • DEMOLISHER
  • DISRUPTOR
  • GUNNER
  • HEADTAKER
  • HORDE-SLAYER (Gravis)
  • MARKSMAN

Your kill team can only include each operative on this list once, and can only include up to one Gravis operative.

Markers & Tokens
📦
Ammunition Reserve Token
Equipment token
⚡
Digital Weapons Token
Equipment token
💀
Scrutavore Servo-Thrall Token
Equipment token
🎯
Vigilant Marksman Token
Marksman: Vigilant Marksman
📡
Advanced Omni-Scrambler Token
Disruptor: Advanced Omni-Scrambler
💣
Melta Bomb Token
Breacher: Melta bomb
⚙️
Strategic Command (Strategy)
Watch Sergeant: Strategic Command
⚔️
Strategic Command (Firefight)
Watch Sergeant: Strategic Command