Deathwatch Cheatsheet
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.
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.
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".