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Deathwatch Deathwatch 100 Point(s)

Tactics
Death to the Alien! (Faction: 1Point(s)) Use when you chose a model in your kill team to fight in the fight phase . Each time you make a hit roll
of 5+ for that model during this phase, that model can, if it was targeting a model that does Not have the Imperium , Chaos or Unaligned
keyword, immediately make an additional attack against the same model using the same weapon . These extra attacks cannot themselves
generate any further attacks.
DECAPITATION DOCTRINE (Faction: 1Point(s)) Use this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight
phase. Until the end of the phase, re-roll failed wound rolls for that model that target an enemy Leader.
HELLFIRE SHELL (Faction: 1Point(s)) Use this Tactic when you choose a model in your kill team to shoot with a heavy bolter or the heavy
bolter profile of an infernus heavy bolter. You can only make a single hit roll with the weapon this phase (subtracting 1 as normal if also
firing an infernus heavy bolter's heavy flamer), however, if it hits, the target suffers D3 mortal wounds instead of the normal damage.
LEAD BY EXAMPLE (Speciality: 1Point(s)) Use this Tactic when you pick a Leader from your kill team to fight in the Fight phase. Choose
another friendly model within 3" of them that is eligible to fight. You can fight with each of these models, in an order of your choice, before
the next player's turn.
MORE BULLETS (Speciality: 1Point(s)) Use this Tactic when you pick a Heavy specialist from your kill team to shoot in the Shooting phase.
You can add 1 to the number of shots fired by that model's ranged weapons, with the exception of weapons that would otherwise fire 1 shot
(e.g. an Assault 2 weapon would fire 3 shots, but a Rapid Fire 1 weapon at long range would fire 1 shot) in this Shooting phase.
My Armour is Contempt (Faction: 1Point(s)) Use when a model from your kill team suffers a mortal wound. Roll a D6 for that mortal wound,
and each other mortal wound inflicted on this model for the rest of the phase, on a 5+ that mortal wound is ignored and has no effect.
ONLY IN DEATH DOES DUTY END (Faction: 2Point(s)) Use this Tactic when a model from your kill team is taken out of action; that model
summons the strength for one final attack, and can immediately either shoot as if it were your turn in the Shooting phase, or fight as if it were
your turn in the Fight phase.
Priority Execution (Faction: 1Point(s)) Use when you chose a model In your kill team to fight in the fight phase . Add 1 to all wound rolls for
that model until the end of the phase.
RIVAL CHAPTERS (Faction: 1Point(s)) Use this Tactic when a model from your kill team is chosen to attack in the Shooting or Fight phase
whilst there is another model from your kill team within 2" of it. Until the end of the phase, re-roll hit rolls of 1 for both models.
Tactical Disengagement (Faction: 1Point(s)) Use ln the Movement phase when a model in your kill team Retreats . That model may Retreat up
to 6' rather than up to 3', and may fire its weapons on the Shooting phase of this battle round even though it Retreated.
TACTICAL RE-ROLL (General: 1Point(s)) Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll,
saving throw, Injury roll or Nerve test.
The Beheading (Faction: 2Point(s)) Use at the start of the Fight phase . Until the end of the phase, you may re-roll hit rolls for any attacks that
target an enemy Leader.
Unrelenting (Faction: 1Point(s)) Use in the Shooting phase when you chose a model from your kill team to shoot . When rolling to hit for this
model's shooting attacks, it is considered not to have moved in the previous Movement phase.
UP AND AT 'EM! (Speciality: 1Point(s)) Use this Tactic in the Fight phase, after attacking with a model from your kill team. Pick a Combat
specialist from your kill team that has not yet attacked this phase: you can immediately fight with them.

Common abilities throughout faction


And They Shall Know No Fear : You can re-roll failed Nerve tests for this model.
Special Issue Ammunition : When this model fires an auto bolt rifle, bolt carbine, bolt pistol, bolt rifle, boltgun, combi-melta (boltgun
profile only), combiplasma (boltgun profile only), heavy bolt pistol, stalker bolt rifle or stalker pattern boltgun, you can choose one kind
of ammunition from the table to the right, and apply the corresponding modifier.
Ammunition Modifier
Dragonfire bolt Add 1 to hit rolls for this weapon when targeting a model that is
obscured.
Hellfire round This weapon always wounds on a 2+.
Kraken bolt 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.
Vengeance round 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.
Transhuman Physiology : Ignore the penalty to this model's hit rolls from one flesh wound it has suffered.
Auspex : At the start of the Shooting phase, you can choose another ADEPTUS ASTARTES model within 3" of a friendly model equipped with
an auspex that is not shaken. That model does not suffer penalties to their hit or injury rolls due to their target being obscured.
Auxiliary Grenade Launcher : If a model is armed with an auxiliary grenade launcher, increase the range of any Grenade weapons they have
to 30". This model's Grenade weapons are affected by the long range rule
Relentless : This model does not suffer the -1 penalty for shooting with a Heavy weapon after moving in the preceding Movement phase, or
for shooting an Assault weapon after Advancing.
Resourceful : As long as this model is on the battlefield and not shaken, you gain an additional Command Point at the beginning of the battle
round.
Storm shield : A model with a storm shield has a 3+ invulnerable save.
Expert Fighter : Add 1 to this model's Attacks characteristic.
Grapnel Launcher : A model with a grapnel launcher can climb any distance vertically (up or down) when it makes a normal move do not
measure the distance moved in this way.
Grav-chute : A model with a grav-chute never suffers falling damage, and never falls on another model. If it would, instead place this model
as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
T e r r o r t r o u p : Enemy models must subtract 1 from their Leadership if they are within 3" of any Reiver or Reiver Sergeant models.

Intercessor Gunner 21 Point(s) M WS BS S T W A Ld Sv


Intercessor Gunner 6" 3+ 3+ 4 4 2 2 7 3+
Weapon Range Type S AP D Abilities
Bolt Rifle 30" Rapid Fire 1 4 -1 1

Bolt pistol 12" Pistol 1 4 0 1

Krak grenade 6" Grenade 1 6 -1 D3


Frag grenade 6" Grenade D6 3 0 1

Abilities : Auspex, Auxiliary Grenade Launcher

Deathwatch Veteran Gunner, 18 Point(s) M WS BS S T W A Ld Sv


Heavy
Deathwatch Veteran Gunner 6" 3+ 3+ 4 4 1 2 8 3+
Weapon Range Type S AP D Abilities
Krak grenade 6" Grenade 1 6 -1 D3

Frag grenade 6" Grenade D6 3 0 1

Infernus heavy bolter 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.
-Heavy Bolter 36" Heavy 3 5 -1 1

-Heavy flamer 8" Assault D6 5 -1 1 This weapon automatically hits its


target.
Abilities : Relentless

Deathwatch Veteran Gunner 18 Point(s) M WS BS S T W A Ld Sv


Deathwatch Veteran Gunner 1 6" 3+ 3+ 4 4 1 2 8 3+
Weapon Range Type S AP D Abilities
Krak grenade 6" Grenade 1 6 -1 D3

Frag grenade 6" Grenade D6 3 0 1

Infernus heavy bolter 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.
-Heavy Bolter 36" Heavy 3 5 -1 1

-Heavy flamer 8" Assault D6 5 -1 1 This weapon automatically hits its


target.
Abilities :

Watch sergeant, Leader 22 Point(s) M WS BS S T W A Ld Sv


Watch sergeant 6" 3+ 3+ 4 4 1 3 9 3+
Weapon Range Type S AP D Abilities
Xenophase blade Melee U -3 1 Your opponent must re-roll successful
invulnerable saves for wounds caused
by this weapon.
Krak grenade 6" Grenade 1 6 -1 D3

Frag grenade 6" Grenade D6 3 0 1

Abilities : Resourceful, Storm shield

Reiver Sergeant, Combat 21 Point(s) M WS BS S T W A Ld Sv


Reiver Sergeant 6" 3+ 3+ 4 4 2 3 8 3+
Weapon Range Type S AP D Abilities
Combat knife Melee U 0 1 Each time the bearer fights, it can make
1 additional attack with this weapon.
Heavy bolt pistol 12" Pistol 1 4 -1 1

Krak grenade 6" Grenade 1 6 -1 D3

Shock Grenade 6" Grenade D3 * * * This weapon does not inflict any
damage. If an enemy INFANTRY model
is hit by any shock grenades, it is
stunned; until the end of the next battle
round that model cannot fire
Overwatch or be Readied, and your
opponent must subtract 1 from hit
rolls made for the model.
Frag grenade 6" Grenade D6 3 0 1

Abilities : Expert Fighter, Grapnel Launcher, Grav-chute, Terror troup

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