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Each time a unit (or model) is targeted by an enemy psychic power and is within 12" of a friendly model with a
psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in the target
Psychic
unit. If the Deny the Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial BRB
Hood
target, not the wearer of the hood. If a model with a psychic hood is embarked in a vehicle or building, he can
only use the hood to nullify powers targeting the vehicle or building he is embarked within.
Psychic Warp
Range Details Ref
Power Charge
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
1) Veil
6 18" always fight first in the Fight phase, even if they didn't charge. If the enemy unit also has units
of Time
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.
2)
If manifested, select an ADEPTUS ASTARTES model within 12" of the psyker. Until the start of
Might
6 12" your next Psychic phase, add 1 to that model's Strength, Toughness, and Attacks
of
characteristics.
Heroes
Iron
This model has a 4+ invulnerable save.
Halo
Jump During deployment, if this model has a jump pack, you can set it up high in the skies instead of placing it on the
Pack battlefield. At the end of any of your Movement phases this model can assault from above - set it up anywhere
Assult on the battlefield that is more than 9" away from any enemy models.
Rites of
You can re-roll hit rolls of 1 made for friendly <CHAPTER> units within 6" of this model.
Battle
Storm
A model with a storm shield has a 3+ invulnerable save.
shield
Once per battle, at the end of your Movement phase, the bearer can use the Beacon Angelis to teleport a
The
friendly unit to his position. When he does so, select a DEATHWATCH INFANTRY or BIKER unit that is either on
Beacon
the battlefield, or that is in a teleportarium. In either case, remove this unit and then set it up wholly within 6" of
Angelis
the bearer and more than 9" from any enemy model (any model that cannot be set up is slain).
Grenade
Frag grenade 6" 3 0 1 -
D6
Thunder When attacking with this weapon, you must subtract 1 from the
Melee Melee x2 -3 3
hammer hit roll.
Watch Master [7 PL, 130pts]
Selections: Frag & Krak grenades, Guardian Spear
Categories: A A ,C , HQ, I ,D ,W M ,I
Rules: And They Shall Know No Fear, Special Issue Ammunition
Abilities: Iron Halo, Watch Master, Unit: Watch Master, Weapon: Frag grenade, Guardian Spear (Melee), Guardian Spear (Shooting),
Krak grenade
Warlord
Selections: Warlord
Categories: W
At the start of each of your turns, pick a Mission Tactic (pg 94). Until the start of your next turn, you can
Tome of
choose to apply either the effects of the Mission Tactic that is currently active or the Mission Tactic you have
the
chosen for the Tome of Ectoclades to any DEATHWATCH unit from your army within 6" of the bearer each
Ectoclades
time they attack
Watch
You can re-roll failed hit rolls for friendly DEATHWATCH units within 6" of this model.
Master
Before deployment at the start of the game, a unit with this ability containing 10 models may be split into two
Combat
units, each containing 5 models. Units of Agressors, Bikers or Inceptors containing 6 models can also be split
Squads
into two units, each containing 3 models.
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
Mixed
it. If there is no majority, the Deathwatch player may choose which of the values is used. For the purposes of
Unit
determining what models a vehicle can transport, Aggressors and Inceptors have the MARK X GRAVIS keyword
and Inceptors have the JUMP PACK keyword.
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Before deployment at the start of the game, a unit with this ability containing 10 models may be split into two
Combat
units, each containing 5 models. Units of Agressors, Bikers or Inceptors containing 6 models can also be split
Squads
into two units, each containing 3 models.
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
Mixed
it. If there is no majority, the Deathwatch player may choose which of the values is used. For the purposes of
Unit
determining what models a vehicle can transport, Aggressors and Inceptors have the MARK X GRAVIS keyword
and Inceptors have the JUMP PACK keyword.
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
Before deployment at the start of the game, a unit with this ability containing 10 models may be split into two
Combat
units, each containing 5 models. Units of Agressors, Bikers or Inceptors containing 6 models can also be split
Squads
into two units, each containing 3 models.
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
Mixed
it. If there is no majority, the Deathwatch player may choose which of the values is used. For the purposes of
Unit
determining what models a vehicle can transport, Aggressors and Inceptors have the MARK X GRAVIS keyword
and Inceptors have the JUMP PACK keyword.
Intercessor 6" 3+ 3+ 4 4 2 2 7 3+
2x Stormbolters [4pts]
Selections: 2x Storm Bolter [4pts]
Weapon: Storm bolter
Redemptor Dreadnought * * * 7 7 13 4 8 3+
2x Stormbolters [4pts]
Selections: 2x Storm Bolter [4pts]
Weapon: Storm bolter
Redemptor Dreadnought * * * 7 7 13 4 8 3+
Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous
Born
Movement phase. If an INFANTRY unit with this doctrine is issued the ‘Take Aim!’ order and it did not move in
Soldiers
the previous Movement phase, re-roll all failed hit rolls for the unit until the end of the phase instead.
HQ [4 PL, 62pts]
Company Commander [2 PL, 31pts]
Selections: Bolt pistol [1pts], Chainsword, Display Astra Militarum Orders, Frag grenade, Kurov's Aquila
Categories: A M ,I , (REGIMENT), C ,I ,C C ,O , HQ
Abilities: Kurov's Aquila, Refractor Field, Senior Officer, Voice of Command, Astra Militarum Orders: Bring it Down!, First Rank, Fire!
Second Rank, Fire!, Fix Bayonets!, Forwards, for the Emperor!, Get back in the Fight!, Move! Move! Move!, Take Aim!, Unit: Company
Commander, Weapon: Bolt pistol, Chainsword, Frag grenade
Kurov's OFFICERS only. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem.
Aquila On a 5+ you gain 1 Command Point.
Refractor
This model has a 5+ invulnerable save.
Field
Senior This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first
Officer order before issuing the second order.
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
Voice of phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT>
Command keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the
table below. A unit may only be affected by one order per turn.
Astra Militarum
Effect Ref
Orders
Index:
Bring it Down! Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium
2 p10
Index:
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit
Fix Bayonets! Imperium
immediately fights as if it were the Fight phase.
2 p10
Index:
Forwards, for
The ordered unit can shoot this phase even if it Advanced in its Movement phase. Imperium
the Emperor!
2 p10
Index:
Get back in the
The ordered unit can shoot this phase even if it Fell Back in its Movement phase. Imperium
Fight!
2 p10
Index:
Move! Move! Instead of shooting this phase the ordered unit immediately moves as if it were the Movement
Imperium
Move! phase. It must Advance as part of this move, and cannot declare a charge during this turn.
2 p10
Index:
Take Aim! Re-roll hit rolls of 1 for all the models in the ordered unit until the end of the phase. Imperium
2 p10
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
Company Commander [2 PL, 31pts]
Selections: Bolt pistol [1pts], Chainsword, Frag grenade
Categories: A M ,I , (REGIMENT), C ,I ,C C ,O , HQ
Abilities: Refractor Field, Senior Officer, Voice of Command, Unit: Company Commander, Weapon: Bolt pistol, Chainsword, Frag
grenade
Refractor
This model has a 5+ invulnerable save.
Field
Senior This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first
Officer order before issuing the second order.
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
Voice of phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT>
Command keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the
table below. A unit may only be affected by one order per turn.
Each time the bearer fights, it can make 1 additional attack with this
Chainsword Melee Melee User 0 1
weapon.
Frag Grenade
6" 3 0 1 -
grenade D6
8x Guardsman [32pts]
Selections: 8x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant [5pts]
Selections: Boltgun [1pts]
Unit: Sergeant, Weapon: Boltgun
Vox- If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may
caster extend the range of the order to 18" if the target unit also contains a vox-caster.
6x Guardsman [24pts]
Selections: 6x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant [5pts]
Selections: Boltgun [1pts]
Unit: Sergeant, Weapon: Boltgun
Vox- If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may
caster extend the range of the order to 18" if the target unit also contains a vox-caster.
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Infantry Squad [3 PL, 51pts]
Categories: (REGIMENT), A M ,I ,I ,I S ,T
Weapon: Frag grenade
6x Guardsman [24pts]
Selections: 6x Lasgun
Unit: Guardsman, Weapon: Lasgun
Sergeant [5pts]
Selections: Boltgun [1pts]
Unit: Sergeant, Weapon: Boltgun
Vox- If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may
caster extend the range of the order to 18" if the target unit also contains a vox-caster.
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Refractor
This model has a 5+ invulnerable save.
Field
This unit may issue one order per turn to the soldiers under their command at the start of their Shooting
Voice of phase. Orders may only be issued to INFANTRY units within 6" of this unit that have the same <REGIMENT>
Command keyword as this unit. To issue an order, pick a target unit and choose which order you wish to issue from the
table below. A unit may only be affected by one order per turn.
Laspistol 12 Pistol 1 3 0 1 -
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
Mortar 48" Heavy D6 4 0 1 This weapon can target units that are not visible to the firer.
HQ [5 PL, 74pts]
Primaris Lieutenants [5 PL, 74pts]
Categories: C ,I ,P ,L ,A A , HQ
Rules: And They Shall Know No Fear
Abilities: Company Heroes, Tactical Precision, Unit: Primaris Lieutenants
Company During deployment, all models in this unit must be set up at the same time, though they do not need to be set
Heroes up in unit coherency. From that point onwards, each Primaris Lieutenant is treated as a separate unit.
Tactical
You can re-roll wound rolls of 1 for friendly <CHAPTER> units that are within 6" of this model.
Precision
<CHAPTER> units within 6" of any friendly <CHAPTER> ANCIENTS add 1 to their Leadership. In addition, roll a
D6 each time a <CHAPTER> INFANTRY model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS,
Astartes
before removing the model as a casualty. On a 4+, that model musters one last surge of strength before
Banner
succumbing to its wounds; it can either shoot with one of its weapons as if it were the Shooting phase, or
make a single attack as if it were the Fight phase.
4x Hellblaster [72pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Hellblaster, Weapon: Bolt pistol, Frag grenade, Krak grenade
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number of
Squads models, may be split into two units each containing an equal number of models.
Hellblaster 6" 3+ 3+ 4 4 2 2 7 3+
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma incinerator, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's
30" 8 -4 2
Supercharge Fire 1 shots have been resolved.
Hellblaster Squad [8 PL, 165pts]
Categories: I ,P ,F :D A ,H S ,H S ,A A
Rules: And They Shall Know No Fear
Abilities: Combat Squads
4x Hellblaster [72pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Hellblaster, Weapon: Bolt pistol, Frag grenade, Krak grenade
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number of
Squads models, may be split into two units each containing an equal number of models.
Hellblaster 6" 3+ 3+ 4 4 2 2 7 3+
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma incinerator, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's
30" 8 -4 2
Supercharge Fire 1 shots have been resolved.
Hellblaster Squad [8 PL, 165pts]
Categories: I ,P ,F :D A ,H S ,H S ,A A
Rules: And They Shall Know No Fear
Abilities: Combat Squads
4x Hellblaster [72pts]
Selections: 4x Bolt pistol, 4x Frag & Krak grenades
Unit: Hellblaster, Weapon: Bolt pistol, Frag grenade, Krak grenade
Combat Before any models are deployed at the start of the game, this unit when containing its maximum number of
Squads models, may be split into two units each containing an equal number of models.
Hellblaster 6" 3+ 3+ 4 4 2 2 7 3+
Grenade
Frag grenade 6" 3 0 1 -
D6
Grenade
Krak grenade 6" 6 -1 D3 -
1
Plasma incinerator, Rapid On a hit roll of 1, the bearer is slain after all of this weapon's
30" 8 -4 2
Supercharge Fire 1 shots have been resolved.
Force Rules
Defenders of Humanity: A unit with this ability that is within range of an objective marker (as specified in the mission) controls the objective marker
even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar
ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Grim Resolve: You can re-roll all hit rolls of 1 for this unit whenever it shoots (including when firing Overwatch) so long as it did not move in its prior
Movement phase. In addition, this unit can never lose more than one model as the result of any single failed morale test.
SIA - Dragonfire Rounds: Add 1 to the hit rolls for this weapon when targeting a unit that is in cover.
SIA - Hellfire Rounds: This weapon always wounds on a 2+ (except against VEHICLES and TITANIC units).
SIA - Kraken Bolts: 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.
SIA - Vengeance Rounds: 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.
Selection Rules
And They Shall Know No Fear: You can re-roll failed Morale tests for this unit.
Explodes D6: 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.
Special Issue Ammunition: When this unit fires an 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, you can
choose for it to fire special issue ammunition. If you do so, choose one kind of ammunition from the following list, and apply the corresponding
modifier: Dragonfire Bolt, Hellfire Round, Kraken Bolt, Vengeance Round