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Deathwatch Cheatsheet

The Deathwatch Cheatsheet outlines the order of operations for gameplay, detailing phases such as Command, Movement, and Shooting, along with specific Chapter Tactics for various factions. It includes information on Psychic Powers, Special Issue Ammunition, Kill Team Specialisms, and Stratagems, providing tactical advantages for players. Additionally, it lists Relics of the Watch Fortresses that enhance units' abilities during battle.

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0% found this document useful (0 votes)
51 views

Deathwatch Cheatsheet

The Deathwatch Cheatsheet outlines the order of operations for gameplay, detailing phases such as Command, Movement, and Shooting, along with specific Chapter Tactics for various factions. It includes information on Psychic Powers, Special Issue Ammunition, Kill Team Specialisms, and Stratagems, providing tactical advantages for players. Additionally, it lists Relics of the Watch Fortresses that enhance units' abilities during battle.

Uploaded by

joseph.m.charlot
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DEATHWATCH CHEATSHEET

ORDER OF OPERATIONS
Step Description
Before Battle • Pick Battlefield Role for Xenos Hunters.
Command Phase • Pick Doctrine to be in.
• If you have a Watchmaster, pick one CORE unit within 6" to give re-rolls all to-hit rolls.
• Target any other units with your characters, such as Captains with
• If using a Brotherhood of Veterans strat, it must be declared now.
Movement Phase • At the end of the movement phase the Apothecary brings back a model and heal one that's wounded.

CHAPTER TACTICS (BROTHERHOOD OF VETERANS)


Chapter Description
Dark Angels • When a unit makes an attack, unless that model's unit has moved this turn (not inc pile-in and consildation moves), add +1 to that unit's
attack roll.
• Each time a Combat Attrition test is taken, it is automatically passed.
Imperial Fists • When making a ranged attack, the target does not benefit from Light Cover.
• When making an attack with a bolt weapon, unmodified hit rolls of 6 score 1 addition hit.
White Scars • Units are eligible to declare a charge in the same turn that they Advanced or Fell Back.
• Models do not suffer the penalty to hit rolls for firing Assault weapons in the same turn their unit Advanced.
Crimson Fists • When making a ranged attack against a unit with at least 5 more models than the attackers', add 1 to the attack roll. VEHICLES count
as 5 models.
• When making an attack with a bolt weapon, unmodified hit rolls of 6 score 1 addition hit.
Space Wolves • When making melee attacks, add 1 attack if the unit has charged, been charged or Heroically Intervened. Stacks with Shock Assault.
• Units with this tactic are eligible to perform Heroic Interventions as if they where CHARACTERS.
Black Templars • Units can re-roll Advance rolls and charge rolls.
• 5+++ against mortal wounds.
Blood Angels • When making melee attacks, add 1 to the wound roll if the unit has charged, been charged or Heroically Intervened.
• Unmodified wound rolls of 6 improve the AP of that attack by 1. Stacks with Assault Doctrine.
Ultramarines • Add 1 to all units' Leadership.
• Units are eligible to shoot after they Fall Back. Subtract 1 from that units' hit rolls.
Flesh Tearers • When this unit charges, is charged or Heroically Intervenes this turn, add 1 to the attack's wound roll.
• Unmodified wound rolls of 6, improve the Armor Penetration characteristic of that attack by 1. Stacks with Assault Doctrine.
Iron Hands • 6+++ against all wounds.
• Models with brackets are considered to have double the wounds remaining.
Salamanders • Ignore AP -1.
• Each unit may re-roll one wound roll when resolving that unit's attacks.
Raven Guard • Units attacked from 18" or more away gain the benefit of Light Cover.
• Each time a ranged attack is made against an INFANTRY unit that is on or within a terrain feature and the attacker is more than 12"
away, the unit is considered to have the benefits of dense cover.
Death Watch • +1 to hit TYRANIDS, AELDARI, ORK, NECRONS or T'AU in melee.
• After both sides have deployed their armies, pick one Battlefield Role. Until the end of the battle, re-roll wound rolls of 1 against that
Role.

PSYCHIC POWERS (XENOPURGE)


Power WC Description
Smite 5 WC increases each cast. 18" range. D3 MW on cast.
Premorphic Resonance 6 One friendly Deathwatch unit within 18″ of the psyker. The unit’s overwatch attacks hit on a 5+, it can fight first in the Fight
phase and you get +1 to hit in melee.
Fortified With Contempt 6 One friendly Deathwatch INFANTRY or BIKER unit within 18″ gains a 5+++ FNP.
Neural Void 7 Select one enemy unit within 18″ of the psyker. Subtract one from the unit’s attacks characteristic (to a minimum of 1). Each
time a charge is declared for that unit, it may only target the closest enemy unit as the target of the charge.
Psychic Cleanse 6 Roll a D6 for each enemy model within 9″ of the psyker. On a roll of a 6, that model’s unit suffers a mortal wound.
Mantle of Shadow 6 Select a Deathwatch infantry unit within 12″ of the psyker. If the unit does not shoot or declare a charge, they cannot be
targeted by enemy ranged attacks, unless they are within 12″ or are the closest eligible unit.
Severance 7 Targets one enemy character unit within 18″. The unit suffers 1 mortal wound. Until the start of your next psychic phase,
reduce the range of any aura abilities by 3″. If the psychic test roll was higher than the character’s leadership, then units can no
longer benefit from their aura abilities. Note: Ignores Look Out Sir.

SPECIAL ISSUE AMMUNITION


Ammo Type Description
Dragonfire Rounds The target does not recieve the benefits of cover against attacks made by this weapon.
Hellfire Rounds Weapons get +1 to wound against non-VEHICLE and non-TITANIC units.
Kraken Bolts Add 6" to the range and add 1 to the AP value. Stacks with Tactical Doctrine.
Vengeance Bolts Add 1 to the damage characteristic of the firing weapon.

KILL TEAM SPECIALISMS


Specialism Description
Aquila Select an additional role to get re-roll 1's against, after choosing the Battlefield Role for the entire army.
Dominatus Re-roll 1's against Elites, or all wounds if they were chosen as the Xenos Hunter Battlefield Role at the beginning of the game.
Furor Re-roll 1's against Troops, or all wounds if they were chosen as the Xenos Hunter Battlefield Role at the beginning of the game.
Malleus Re-roll 1's against Heavy Support, Lord of War or Dedicated Transport, or all wounds if they were chosen as the Xenos Hunter Battlefield
Role at the beginning of the game.
Purgatus Re-roll 1's against HQs, or all wounds if they were chosen as the Xenos Hunter Battlefield Role at the beginning of the game.
Venator Re-roll 1's against Fast Attack and Flyers, or all wounds if they were chosen as the Xenos Hunter Battlefield Role at the beginning of the
game.

STRATAGEMS
Strat CP Target Trigger Description
START OF BATTLE ROUND
Shroud Field 2 Corvus Start of Battle Select one CORVUS BLACKSTAR unit from your army. Until the end of the battle round,
Blackstart Round that unit cannot be selected as a target for ranged attacks unless it is the closest eligible
target to the firing model.
COMMAND PHASE
Brotherhood of Veterans 2 Friendly unit Selected Pick one of the Chapter Tactics above to replace the Xenos Hunter Chapter Tactic for
this turn.
Adaptive Tactics 2 Friendly unit Watchmaster on Change the Battlefield Role selected for the purposes of the Xenos Hunters Chapter
battlefield Tactic for your army. You can only use this Stratagem once.
Priority Doctrice Adoption 1 Friendly unit Selected Until the start of your next Command phase, selected unit gains the benefits of another
combat doctrine. Eg, Devastator even though the rest of the army is in Tactical.
MOVEMENT PHASE
Disruptive Launch 1 Proteus or Movement That unit is eligible to shoot even though it Fell Back this turn.
Indomitor Kill
Team with the
JUMP PACK
keyword
Relentless Assault 1 Kill Team with Movement That unit is eligible to charge even though it Fell Back this turn.
the BIKER
keyword
SHOOTING PHASE
Overkill 1 Friendly unit After shooting at a Your opponent must subtract 1 from Reanimation Protocol rolls made for that
NECRONS unit NECRONS unit as a result of those attacks.
Prognosticating Volley 1 Friendly unit Selected to shoot Until the end of the phase, each time a model in that unit makes a ranged attack against
at an AELDARI an AELDARI unit, you can ignore any or all hit roll and Ballistic Skill modifiers for that
unit attack.
Synaptic Severance 1 Friendly unit Selected to shoot Until the end of the phase, each time a model in that unit makes an attack against a
or fight against a TYRANIDS SYNAPSE unit, an unmodified hit roll of 6 automatically wounds the target.
TYRANIDS
SYNAPSE unit
Special Issue Loadout 2 Friendly unit Chosen to shoot Until the end of the phase, bolt weapons (excluding bolt sniper rifles) without the
without the SIA with Special-issue Ammunition ability that models in that unit are equipped with gain that
ability Special-issue Ammunition ability and their Type characteristic is changed to Heavy 1.
ENEMY SHOOTING PHASE
Targeting Scramblers 1 Friendly unit After a T'AU Remove all markerlight counters from that DEATHWATCH unit.
EMPIRE unit has
resolved its
shooting attacks
ENEMY CHARGE PHASE
Stem the Green Tide 2 Friendly unit Chosen to be 1. The Death watch units that were selected as a target of that charge can fire
charged by an Overwatch at that ORK unit.
ORK unit 2. Until the end of the phase, if any models from that ORK unit are destroyed as a result
of Overwatch, subtract 2 from charge rolls made for that unit.
Atonement Through Honor 1 Friendly unit Selected That unit can perform a Heroic Intervention this phase as if it were a CHARACTER unit.
with a BLACK
SHIELD in it
FIGHT PHASE
Death to the Alien! 1 Friendly unit Selected to fight Until the end of the phase, while that unit is within Engagement Range of any
TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE units, add 1 to the Attacks
characteristic of models in that unit.
Clavis 1 Watchmaster Fight Select one enemy VEHICLE unit within 1" of a WATCH MASTER unit from your army.
That unit suffers D3 mortal wounds. Until the end of the phase, that unit is not eligible to
fight until after all eligible units from your army have done so.
FIGHT PHASE
Death to the Alien! 1 Friendly unit Selected to fight Until the end of the phase, while that unit is within Engagement Range of any
TYRANIDS, AELDARI, ORK, NECRONS or T’AU EMPIRE units, add 1 to the Attacks
characteristic of models in that unit.
GENERAL STRATAGEMS
Transhuman Physiology 1/2 Infantry Unit chosen as Until the end of the phase, each time an attack is made against that unit, an unmodified
target of attack wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the
model making the attack may have. If that unit contains 5 or fewer models, this
Stratagem costs 1CP; otherwise, it costs 2CP.
Fury Of The Proven 1 Unit with a Shooting or Fight Until the end of the phase, each time a TERMINATOR model in that unit makes an
Terminator in it Phase attack, add 1 to that attacks hit roll.
Only In Death Does Duty End 2 Character Dies in the Fight Do not remove that model from play - it can fight after the attacking model’s unit has
Phase finished making attacks. After resolving the destroyed model’s attacks, it is then
removed.
Unyielding in the Face of the 1 Gravis armor Targeted in any Until the end of the phase, each time an attack with a Damage characteristic of 1 is
Foe unit phase allocated to a model in that unit, add 1 to any armour saving throw made against that
attack.
Wisdom of the Ancients 1 Dreadnought Command phase Pick one from the two below:
1. Rites of Battle (Aura): While a friendly DEATHWATCH CORE unit is within 6" of this
model, each time a model in that unit makes an attack, re-roll a hit roll of 1.
2. Tactical Precision (Aura): While a friendly DEATHWATCH CORE unit is within 6" of
this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.
Melta Bomb 1 Unit with Fight phase Select one model in that unit; that model can only make one attack this phase, and must
MELTA BOMB target an enemy VEHICLE unit with that attack, but if a hit is scored, that unit suffers
keyword 2D3 mortal wounds and the attack sequence ends.

RELICS OF THE WATCH FORTRESSES


Relic Description
Adamantine Mantle Each time the bearer would lose a wound, roll one D6: on a 5+, that wound is not lost.
Spear of the First Vigil Replaces Vigil Spear, gains the Spear of the First Vigil profile.
Artificer Armor The bearer has a Save characteristic of 2+ and has a 5+ invulnerable save.
Artificer Bolt Cache Bolt weapons that the bearer is equipped with gain the Special-issue Ammunition ability.
Beacon Angelis Once per battle, if the bearer did not arrive as Reinforcements this turn, it can activate the Beacon Angelis. If it does, in the
Reinforcements step of your Movement phase, you can select one friendly DEATHWATCH INFANTRY or DEATHWATCH BIKER unit
that is either on the battlefield and did not arrive as Reinforcements this turn, is in a teleportarium chamber or is in Strategic Reserves.
Remove that unit and set it up as Reinforcements wholly within 6" of the bearer and more than 9" away from any enemy models.
Banebolts of Eryxia When you select this Relic, select one bolt weapon the bearer is equipped with. When that model is chosen to shoot with, if it does not fire
special-issue ammunition, you can choose for that weapon to fire a Banebolt of Eryxia. If you do, you can only make one attack with that
weapon, but that attack has a Strength characteristic of 6, an AP characteristic of -2 and a Damage of 3.
The Blackweave Shroud Add 1 to the Toughness characteristic of the bearer. Each time the bearer would lose a wound as a result of a mortal wound, roll one D6:
on a 4+, that wound is not lost.
Digital Weapons Each time the bearer fights, it can make 1 additional attack using the close combat weapon profile. Each time you make that attack, if a
hit is scored, the target suffers 1 mortal wound and the attack sequence ends.
The Soul Fortress LIBRARIAN model only.
1. Each time a Psychic test is taken for the bearer, you can ignore any and all modifiers to that test.
2. Increase the range of the bearer’s Psychic Hood ability to 24".
Dominus Aegis Model with a storm shield, relic shield or combat shield only. This Relic replaces a storm shield, relic shield or combat shield.
1. Add 1 to armour saving throws made for the bearer.
2. The bearer has the following ability. ‘Dominus Aegis (Aura): While a friendly DEATHWATCH CORE or DEATHWATCH CHARACTER
unit is within 6" of the bearer, models in that unit have a 5+ invulnerable save.’
Eye of Abiding 1. The bearer ignores any and all hit roll, wound roll, Ballistic Skill and Weapon Skill modifiers for that attack.
2. Each time an attack is made, on an unmodified wound roll of 6, invulnerable saving throws cannot be made against that attack.
Tome of Ectoclades Once per battle, in your Command phase, you can use the Tome of Ectoclades. If you do, select one datasheet used by a unit from your
opponent’s army. Until the start of your next Command phase, the bearer has the following ability: ‘Tome of Ectoclades (Aura): While a
friendly DEATHWATCH CORE unit is within 6" of the bearer, each time a model in that unit makes an attack against a unit belonging to
the selected datasheet, you can re-roll the wound roll.’
Vhorkan-Pattern Auspicator The bearer has the following ability: ‘Omnikinopticon (Aura): While a friendly DEATHWATCH CORE unit is within 6" of the bearer, each
time a model in that unit makes a ranged attack against a unit that can FLY, add 1 to that attack’s hit roll.’
The Thief of Secrets Model equipped with power sword, master-crafted power sword or xenophase blade only. Bearer gains the Thief of Secrets profile.
Osseus Key WATCH MASTER only. The bearer has the following aura abilities:
1. While an enemy VEHICLE unit is within 12" of the bearer, each time a model in that unit makes an attack, subtract 1 from that attack’s
hit roll.
2. While an enemy VEHICLE unit is within 12" of the bearer, subtract 1 from the Attacks characteristic of each model in that unit.

COMMON COMBOS Page 264 Core Rulebook TERRAIN TYPES Page 262 Core Rulebook
Type Description Type Description
Ruins Category: Area Terrain Defensible • INFANTRY can Hold Steady or Set to Defend if no enemies in Engagement Range.
Traits: Scaleable, • Hold Steady: Overwatch hits on 5+.
Breachable, Light Cover, • Set to Defend: Cannot fire Overwatch, +1 to hit in Fight phase.
Defensible, Obscuring
Craters Category: Area Terrain Defence Line • Can make a charge move against a unit within 1" of this terrain feature.
Traits: Light Cover, • Can fight if within 2" of enemy.
Difficult Ground
Armored Containers Category: Obsticles Breachable INFANTRY, BEAST and SWARM models can move through walls, girders, chains and
Traits: Light Cover, foliage.
Scaleable, Exposed
Position
Barricades and Fuel Pips Category: Obsticles Difficult Ground Subtract 2" when making a Normal Move, Advance, Fall Back or charge move over this
Traits: Defence Line, Light terrain feature (unless moving unit can FLY).
Cover, Heavy Cover,
Defensible, Unstable
Position, Difficult Ground
Woods Category: Area Terrain Dense Cover • Subtract 1 from hit rolls made for ranged weapons if at least 3" tall.
Traits: Dense Cover, • Does not apply to models that are only shooting through their own terrain feature.
Breachable, Defensible, • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Difficult Ground
Battlefield Debris Category: Obsticles Unstable Position Cannot be set up or end a move on top of this terrain feature.
Traits: Exposed Position
Industrial Structure Category: Area Terrain Exposed Position Models do not receive benefits of cover while on top of this terrain feature.
Traits: Scaleable,
Breachable, Dense Cover,
Defensible
Imperial Statuary Category: Obsticles Obscuring • Blocks visibility if at least 5" tall.
Traits: Light Cover, • Models on or within can see and be seen normally.
Unstable Position, • AIRCRAFT and models with W characteristic of 18+ can be seen normally.
Inspiring (Imperium)
Ruined Walls Category: Obsticles Light Cover • +1 to saving throws against ranged weapons.
Traits: Defence Line, • Invulnerable saving throws unaffected.
Breachable, Dense Cover,
Defensible, Unstable
Postion
Heavy Cover • +1 to saving throws against melee weapons unless model has made a charge move
this turn.
"Amongst a hundred men, there may be none fit for the • Invulnerable saving throws unaffected.
Adeptus Astartes. Amongst a hundred Space Marines, there
Scaleable • Only INFANTRY, BEAST, SWARM and FLY models can be set up or end a move on
may be one fit for the Deathwatch."
top of this terrain feature (excluding ground floor).
—Watch Captain Brand • INFANTRY, BEAST and SWARM models can move through the floors, ceilings and
gantries.
Inspiring • +1 to Leadership if wholly within 6".

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