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Codex: Deathwatch
An Unofficial Supplemental Codex
for Warhammer 40,000
By Azathoth DCLXVI
This game supplement is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood
Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the
Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark
Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol
devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games
Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of
Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies,
Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo,
Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of
Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space
Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet
Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online,
Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all
associated marks, names, races, race insignia, characters, vehicles, locations illustrations and images from the Blood
Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either , TM
and/or Copyright Games Workshop Ltd 2000-2012, variably registered in the UK and other countries around the
world. All Rights Reserved
Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
All art, illustrations and concepts used without permission.
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-Deathwatch Kill-team-______________________________________________ You may include a single Deathwatch Kill-team in any non-inquisitorial Imperial army as an HQ choice. It cannot
be selected as your compulsory HQ choice and cannot be selected as your armys Warlord. The kill-team consists of
1 Deathwatch Veterans squad and a 0-1 choice of either a Deathwatch Captain or a Deathwatch Codicier.
Deathwatch Kill Team Special Rules:
Combat Squad:
A kill team consisting of six or more models may be split into two combat squads. If this is done, the kill team is
split into two units of three models each. If the squad is accompanied by a captain or a codicier, that model must be
attached to one of these two squads.
The decision to split the unit into combat squads, as well as which models go into each combat squad, must be made
when the unit is deployed. Both combat squads may be deployed in separate locations. The one exception to this is a
unit that arrives by drop pod. The player can choose to split such a unit into combat squads when it disembarks from
the drop pod if they are not separated into combat squads before this.
If you decide to split a unit into combat squads, then each combat squad is treated as a separate unit for all game
purposes from that point.
Follow My Lead:
At the beginning of the controlling players turn, a deathwatch kill team must choose a Chapter Skill for their entire
unit to benefit from. The skill selected must be a chapter skill available to one of the squad members home chapters
(see page 3.)
The benefits of this skill last until the end of the following player turn and a new skill is selected at the beginning of
the next controlling players turn. The same skill may be selected repeatedly over multiple turns if the player so
chooses.
If a kill team has been split into combat squads, then each squad must select their own skills. The skills each combat
team selects must be available to one of the models in that half of the combat squad.
All was lost. The Xenos scum, who smashed us for two days straight, were hurtling towards us again. We
readied ourselves for death. And then Death came. Ten Space Marines appeared in the midst of the
alien swarm. They were all in black and they set about the foe with the very fury of the Emperor himself!
They saved us, and the whole damned Imperial line.
-Guardsman Kyod, after the recapturing of Heliad VII.
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Home Chapter:
Each deathwatch member has been tithed from one of the many different space marine chapters from across the
imperium. Each model in the kill team must select a different home chapter from the following list:
Home Chapter Chapter Skill Chapter Psychic Power
Black Templar Fleet N/A
Blood Angels Furious Charge Blood Boil
Blood Ravens Infiltrate, Scout Veil of Time
Dark Angels Fearless Force Barrier
Imperial Fists Stubborn Force Dome
Iron Hands Tank Hunters Machine Curse
Raven Guard Stealth Fear of the Darkness
Space Wolves Counter-attack Murderous Hurricane
Ultramarines Chapter Tactics Might of the Ancients
White Scars Move Through Cover The Gate of Infinity
Preferred Enemy:
A deathwatch kill team has the Preferred Enemy special rule, selecting one entry from the list below as their target
of choice.
Dark Eldar
Eldar
Necrons
Orks
Tau
Tyranids
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-Deathwatch Psychic Powers-_________________________________________ Deathwatch Lexicanum and Codiciers must choose their powers from the list below and may not select powers from
the disciplines in the Warhammer 40,000 rulebook.
Basic Powers:
The Avenger Warp Charge 1
This is a witchfire power with the following profile:
Range Strength AP Type
Template 5 3 Assault 1
Fury of the Ancients Warp Charge 1
This is a beam power that is drawn from the librarians base to any one point on any table edge. Every unit in its
path suffers D3 Strength 5, AP hits and must take a Pinning test. If the attack would hit a friendly unit or a unit
locked in close combat, it will stop before it hits them and the attack will have no further effect along its course.
Might of Heroes Warp Charge 1
This is a blessing and is used at the start of either players Assault phase. If successful, the Librarian (or any one
other model in the same unit as the Librarian) gains +D3 attacks in that Assault phase.
Smite Warp Charge 1
This is a witchfire power and has the following profile:
Range Strength AP Type
12 4 2 Assault 4
Quickening Warp Charge 1
This is a blessing and is used at the start of the Librarians Assault phase. If successful, the Librarian has the fleet
special rule and Initiative 10 for the duration of the assault phase.
Vortex of Doom Warp Charge 1
This is a witchfire power with the following profile:
Range Strength AP Type
12 10 1 Heavy 1, Blast
If when using this power the Librarian fails his Psychic test, place the Vortex of Doom blast marker on the Librarian
in this case the template will not scatter.
Chapter Specific Powers:
Blood Boil Warp Charge 1 Blood Angels only
This is a focused witchfire power that automatically hits an enemy unit within 12. One selected model in that unit
suffers a wound with no armor saves allowed.
Fear of the Darkness Warp Charge 1 Raven Guard only
This is a witchfire power that hits automatically an enemy unit within 24. That unit must immediately take a
Morale test with a -2 penalty to their Leadership. All normal modifiers and/or exceptions apply (e.g. units that never
fall back are immune to this power).
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Force Barrier Warp Charge 1 Dark Angels only
This power gives the Librarian a special form of Invulnerable save that is taken by passing a psychic test rather than
making a normal Invulnerable save roll. Whenever the Libararian suffers a wound, he may either take a save as
normal, or he may use the force barrier power instead (once per turn of course). If the Librarian chooses to use the
power, takes a psychic test and passes it, then the wound is saved (just as if he had made an Invulnerable save.) If
the test is failed then the Librarian is wounded as if he had failed an Invulnerable save. Attacks that ignore
Invulnerable saves cannot be stopped by a Force Barrier.
Force Dome Warp Charge 1 Imperial Fists only
This is a blessing and is used at the start of the Librarians Movement phase. The Librarian and any unit he is with
receive a 5+ invulnerable save until the end of the following player turn.
The deeds of one bold warrior can alter the course of a battle. I have four such men under my command and our
every deed changes the shape of the galaxy.
-Sergeant Daegon Incursa, Invaders 1st Company.
The Gate of Infinity Warp Charge 1 White Scars only
This power is used at the beginning of the Librarians Movement phase. The Librarian, and any unit he is with, is
removed from the tabletop and immediately placed back together anywhere within 24 using the deep strike rules. If
the Librarian travels alone, there is no risk, but if he takes a unit with him, there is a chance something will go
wrong. If the deep strike attempt scatters and doubles are rolled, one member of the unit, chosen by the controlling
player, is claimed by the Warp and removed as a casualty (the survivors scatter normally).
Machine Curse Warp Charge 1 Iron Hands only
This is a witchfire power with a range of 24 that only affects vehicles. If the Machine Curse hits, the target vehicle
automatically suffers a single glancing hit.
Might of the Ancients Warp Charge 1 Ultramarines only
This is a blessing that is used at the start of the Librarians Assault phase. If successful, the Librarian has Strength 6
and rolls 2D6 for armor penetration for the remainder of that Assault phase.
Murderous Hurricane Warp Charge 1 Space Wolves only
This is a witchfire power with a range of 18. The target unit takes 3D6 Strength 3 hits with AP. Place a marker
next to the affected unit next turn that unit treats all terrain, even clear terrain, as both difficult and dangerous.
Veil of Time Warp Charge 1 Blood Ravens only
This is a blessing that is used at the start of the Librarians Movement phase. Until the end of the player turn, the
Libararian can choose to re-roll any rolls to hit, to wound rolls, Armor saves, Invulnerable saves, Leadership tests or
Morale tests. Note that the re-rolled result must be accepted no re-rolling the re-rolls!
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-Wargear-_________________________________________________________ The wargear described here is in addition to that covered in Codex: Astartes.
Fire Selector
A weapon equipped with a fire selector allows the firer to choose which type of ammunition will be used each turn.
Before shooting during the controlling players Shooting phase, the player may choose to shoot the weapon with its
normal profile or with the profile of any one special ammunition type that they are equipped with.
Suspensor
A heavy weapon with suspensor may be fired on the move. It may be fired normally as a Heavy weapon including
being snap fired, or it may instead fire the same number of shots as an Assault weapon, but with its range halved.
The controlling player may decide which of the profiles to use before firing in each of his Shooting phases.
If the weapon has more than one mode of fire or any types special ammunition, these may also be fired as Assault
weapons should the owner choose.
For example, the heavy bolter profile would appear as follows:
Weapon Range Strength AP Type
Heavy Bolter (Normal) 36 5 4 Heavy 3
Heavy Bolter (Assault) 18 5 4 Assault 3
Special Ammunition
The Deathwatch has access to the following types of special issue ammunition. They may be used by models firing
boltguns or the boltgun of a combi-weapon or a heavy bolter, as applicable.
Bolter Special Ammunition
Hellfire Rounds
Range Strength AP Type
24 X 5 Rapid Fire, Fleshbane
Implosion Rounds
Range Strength AP Type
24 4 5 Rapid Fire, Rending
Inferno Rounds
Range Strength AP Type
24 4 5 Rapid Fire, Ignores Cover
Kraken Rounds
Range Strength AP Type
30 4 4 Rapid Fire
Metal Storm Rounds
Range Strength AP Type
24 3 6 Rapid Fire, Blast
Stalker Rounds with M.40 Targeter
Range Strength AP Type
36 4 5 Heavy 2, Pinning
Vengeance Rounds
Range Strength AP Type
18 4 3 Rapid Fire, Gets Hot
Heavy Bolter Special Ammunition
Hellfire Shell
Range Strength AP Type
36 X 4 Heavy 1, Blast, Fleshbane
Metal Storm Shell
Range Strength AP Type
36 4 5 Heavy 2, Blast
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Deathwatch Veteran Squad...70 points
WS BS S T W I A Ld Sv
Deathwatch Veteran 4 4 4 4 1 4 2 9 3+
Unit Composition:
3 Deathwatch Veterans
Special Rules:
And They Shall Know No Fear
Combat Squad
Follow My Lead
Home Chapter
Preferred Enemy (selected xenos)
Lexicanum:
Psyker (Mastery Level 1)
Techmarine:
Blessing of the Omnisiah
Bolster Defenses
Damage Control
Dedicated Transport:
A Deathwatch Kill Team may take a drop
pod, rhino or razorback as a dedicated
transport.
Unit Type:
Infantry (Character)
Wargear:
Power Armor
Boltgun with Fire Selector
Bolt Pistol
Special Ammunition
Lexicanum:
Power Armor
Boltgun with Fire Selector or Bolt Pistol
Force Weapon
Psychic Hood
Special Ammunition
Techmarine:
Artificer Armor
Servo-arm
Boltgun with Fire Selector or Bolt Pistol
Signum
Special Ammunition
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Options:
May add up to three additional
veterans +20 pts per model
Any model in the squad may be equipped with:
- Frag and krak
grenades +1 pt per model
- Melta bombs +5 pts per model
The squad may add any number of additional
Preferred Enemies from the above
list +3 pts each per model
The squad may select a second type of special
ammunition +2 pts per model
Up to two veterans may replace their boltgun
with one of the following:
- Flamer +5 pts
- Meltagun +10 pts
- Plasmagun +15 pts
May upgrade a single veteran to an apothecary
with a narthecium +15 pts
Any veteran or apothecary may replace their
boltgun and/or bolt pistol with:
- Combi-flamer, -melta or plasma or
plasma pistol +10 pts
Assault Options:
Up to three veterans, including an apothecary,
may be upgraded to assault marines, replacing
their boltguns and/or bolt pistol with:
- Chainsword free
- Plasma pistol +10 pts
- Inferno pistol or storm shield +15 pts
- Power weapon +15 pts
- A single lightning claw +20 pts
- An additional lightning claw +10 pts
A single assault marine may instead replace his
boltgun or bolt pistol with one of the
following:
- Power fist +25 pts
- Thunder hammer +30 pts
Any assault marine may be equipped with a
jump pack +8 pts per model
Devastator Options:
Up to two veterans may be upgraded to
devastator marines, replacing their boltguns
with a suspensor and one of the following:
- A heavy bolter with fire selector,
multi-melta or missile
launcher +15 pts per model
- A plasma cannon +20 pts per model
- A lascannon +30 pts per model
If a heavy bolter is selected, it may additionally
be armed with a single type of heavy bolter
special ammunition. Each devastator may
select different ammunition +5 pts per model
Lexicanum:
If a deathwatch kill team does not contain a
Codicier, it may upgrade a single veteran to a
lexicanum +30 pts
- A veteran that is upgraded to a
lexicanum must select a single
psychic power from either the
Deathwatch psychic power list or
from his chapter list. A veteran that
has selected the Black Templars as his
home chapter may not be upgraded to
a Lexicanum.
- A Lexicanum may be included as an
assault marine, but may only select
the jump pack option.
Techmarine:
A single veteran may be upgraded to a
deathwatch techmarine +25 pts
A deathwatch techmarine may replace their
servo-arm with a servo-harness +25 pts
A deathwatch techmarine may replace his
boltgun or bolt pistol with:
- Storm bolter free
- Combi-flamer, -melta or plasma or
plasma pistol +10 pts
A deathwatch techmarine may take either of
the following:
- Power weapon +15 pts
- Thunder Hammer +30 pts
A deathwatch techmarine may take a single
servo-skull +3 pts
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Watch Captain85 points
WS BS S T W I A Ld Sv
Watch Captain 6 5 4 4 3 5 3 10 3+
Unit Composition
1 Watch Captain
Unit Type:
Infantry (Character)
Special Rules:
And They Shall Know No Fear
Combat Squad
Follow My Lead
Home Chapter
Preferred Enemy
Wargear:
Power Armor
Boltgun with Fire Selector
Bolt Pistol
Frag and Krak Grenades
Iron Halo
Special Ammunition
Options:
May replace boltgun and/or bolt pistol with:
- Chainsword free
- Storm Bolter +3 pts
- Combi-flamer, -melta or
-plasma or plasma pistol +10 pts
- Storm shield inferno pistol or power
weapon +15 pts
- A single lightning claw +20 pts
- A second lightning claw +10 pts
- Power fist +25 pts
- Relic blade or thunder
hammer +30 pts
May be given melta bombs +5 pts
May be given bionics +5 pts
May take a jump pack +25 pts
May add any number of additional Preferred Enemies from the above list +3 pts each
May select a second type of special ammunition from the above list +2 pts
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12
Deathwatch Codicier100 points
WS BS S T W I A Ld Sv
Codicier 5 5 4 4 2 5 2 10 3+
Unit Composition:
1 Codicier
Special Rules:
And They Shall Know No Fear
Combat Squad
Follow My Lead
Home Chapter
Preferred Enemy
Psyker (Mastery Level 1)
Wargear:
Power Armor
Force Weapon
Boltgun with Fire Selector or Bolt Pistol
Frag and Krak Grenades
Psychic Hood
Special Ammunition
Unit Type:
Infantry (Character)
Options:
May replace boltgun with:
- Storm bolter +3 pts
- Combi-flamer, -melta, or plasma
or plasma pistol +10 pts
May be given melta bombs +5 pts
May take a jump pack +25 pts
May add any number of additional Preferred
Enemies from the above list +3 pts each
May select a second type of special
ammunition from the above list +2 pts
Home Chapter
A Codicier may not select the Black Templars as
his home chapter.
Psyker
A codicier is a Mastery level 1 psyker. He must
select 2 psychic powers from either the Deathwatch
psychic power list or from his home chapter.
I can pulp your flesh and snap your bones in less than a
second, and without so much as lifting a finger. What is
the power of technology compared to that?
-Chief Librarian Vel'cona of the Salamanders.
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-Sample Deathwatch Kill Team-_______________________________________
Deathwatch Kill Team 525 points
Prefered Enemies Orks
Special Ammunition Stalker Rounds with M.40 Targeter
Deathwatch Veteran +15 points
Raven Guard Veteran
Plasmagun, Bolt Pistol
Deathwatch Veteran +20 points
Iron Hands Devastator Marine
Heavy Bolter with fire selector and suspensor and Hellfire Shells
Deathwatch Veteran +54 points
Black Templars Assault Marine
Jump Pack, Thunder Hammer, Storm Shield, Frag anad Krak Grenades
Apothecary +54 points
Ultramarines Assault Marine
Jump Pack, Power Weapon, Inferno Pistol, Frag and Krak Grenades
Lexicanum +39 points
Blood Angels Assault Marine
Jump Pack, Force Weapon, Bolt Pistol Frag and Krak Grenades, Might of Heroes
Techmarine +68 points
Space Wolves Techmarine
Servo Harness, Boltgun with fire selector, Power Weapon, Servo Skull
Watch Captain +145 points
Imperial Fists Captain
Jump Pack, Relic Blade, Bolt Pistol, Melta Bombs
Victory often rests on the correct weaponry being in the right place and at the right time. Even the most
destructive weapons of war are worthless if absent from the battle.
-Artor Amhad, Chapter Master of the Astral Knights (deceased).
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