Deathwatch Season 3 Rules
Deathwatch Season 3 Rules
Squad Building
Feel free to use whatever rules you want to build your Deathwatch squads with your own gaming
groups.
For our Deathwatch Season 3 campaign I had Luka build a 6 man squad, given the following options:
Limitations:
One Leader (either Watch Captain, Chaplain, or Librarian)
0-1 models with Fly
0-1 models with Terminator Armour
0-1 Psykers
All models have 5 Wounds, except for Leader who has 6 Wounds
Watch Captain (Leader Option only) – use Watch Captain Artemis profile, but with 6 Wounds
o Can be given Terminator Armour (i.e. -1 M, 2+ Sv, 5+ Invulnerable, switches to
Terminator weapon options)
Deathwatch Librarian (Leader Option, or Regular Trooper) – use Space Marine Librarian, or
Space Marine Librarian with Terminator Armour
Deathwatch Chaplain (Leader Option only) – use Space Marine Chaplain, or Space Marine
Chaplain with Terminator Armour
Deathwatch Apothecary (Limit 1) – use Space Marine Apothecary
o Update Narthecium to read “…regains D3 lost wounds OR removes D6 wound tokens…”
Deathwatch Terminator – use Deathwatch Terminator
Deathwatch Vanguard Veteran – use Deathwatch Vanguard Veteran
Deathwatch Veteran – use Deathwatch Veteran
Deathwatch Techmarine – use Space Marine Techmarine
Deathwatch Reiver (Limit 1) – use Space Marine Reiver
Deathwatch Aggressor (Limit 1) – use Space Marine Aggressor
Deathwatch Inceptor – use Space Marine Inceptor
Chapter Bonuses
Each squad member must choose an originating Chapter from the list below (they technically can be
successor chapters, but choose a Chapter to represent their style). Each Chapter can only be chosen
once per squad (even if it is as a successor chapter).
When a model reaches Lvl 5 and Lvl 10 they get a Chapter-specific upgrade in addition to rolling on the
Upgrade Table. If these benefits were already in place then roll again on the Upgrade Table instead.
Version 3.2 – Updated February 2, 2018
Space Wolves +1 A and S when charged +1 A when charging Can Advance and Charge
Aura (6”): +1 to Armour +1 Armour Save (max
Imperial Fists Ignore Cover
Saves when in cover. 1+).
+1 to Wound Rolls when
Blood Angels +1 Attack when charging Feel No Pain (6+)
charging
Each time you roll a hit roll
Feel No Pain (6+). If an of 6+ for your Warlord,
Apothecary attempts to heal make one extra attack at
Iron Hands this model, can reroll any of the same target using the +1 Toughness
the dice to determine how same weapon. These
much is healed. attacks can create more
attacks.
+1 Leadership; Can Fall Back Aura (6”): Re-roll hit rolls When CP are used regain
Ultramarines
and Still Shoot of 1. them on a 5+.
Re-roll a single failed hit roll
+1 to wound rolls made
and a single failed wound roll
Salamanders with any flamer type +1 Strength
each time this model shoots or
weapon.
fights.
Taking Damage
Experience Levels
When a Deathwatch model is reduced to 0
wounds (after any FNP rolls have been made) Level XP Required
then roll on the following table (a natural roll of 1
is always treated as a 1, even with modifiers): 1 0
2 10
d6 Effect
3 25
1 Model shakes off the damage.
4 45
2-3 Minor Wounds. Add one Wound token to the
model.
5 70
4-5 Stunned. Add two Wound tokens to the model.
6 100
6-7 Stunned and Knocked Down. Add three
Wound tokens to the model. 7 135
8 Out of the fight. Lay face down. Cannot take
any actions unless healed. Once healed model 8 175
is Knocked Down. Add three wound tokens to
the model. 9 220
Modifiers:
Per Wound token: +1 10 270
Model is Tough: -1
Gaining Experience
Stunned: -1 hit rolls until end of next turn Action XP Gained
Knocked Down: Pinned, even if can’t be (i.e.
must use Movement phase to stand up, and Unsaved Wound 1 XP
can’t take any actions while down)
Heal Ally 1 XP per wound
If a model receives more wounds than just the
one that brought it to 0 wounds, then roll a Participate 2D6 XP
number of d6s equal to how many wounds it
received and take the highest result.
Upgrades
Character Death Chart Note: Models with Fly double Movement gains
2d6 Result
Choose result of 2d6, including choosing
2
2d6 Effect result of any randomization
3 Roll on any Upgrade Tree that applies
2-5 Unconscious, but ok. Remove all wound
tokens. 4-5 Roll on any General Upgrade Tree
+1 Mv, A, S, or T (randomize), if can’t, then
6
6-7 Minor wounds. Model starts at -1 W and 7
with two Wound tokens in next game.
7 +1 to any stat (randomize) – if can’t, then 3
8-9 Major wounds. Model starts at -2 W and
with four Wound tokens in next game. +1 W, BS, WS, or Ld (randomize), if can’t,
8
then 7
10+ Dead. 9-10 Roll on any General Upgrade Tree
Techmarine Table
D3 Upgrade
1 Each time the team generates a
random item, you may generate one
additional item on Deathwatch Item
Generator and discard one result.
2 Master smith. May upgrade one
weapon in squad to master-crafted
between each game. A Master-crafted
weapon gains +1 AP OR re-rolls hit
rolls of 1 (choose one when it becomes
master-crafted).
3 Armour Artificer. All models in
Techmarine’s Kill Team can reroll one
failed Armour or Invulnerable Save per
phase.
Leader Table
D3 Upgrade
1 Models that can trace LoS to the
Leader benefit from any Aura abilities.
2 Aura (6”): Re-roll failed hit rolls.
3 Unstoppable: -1 on Injury and
Character Death table (stacks with
Tough).
Aggressor Table
D3 Upgrade
1 Fire Storm works even if model moves,
but not if it Advances.
2 All Assault weapons count as Pistol
weapons when this model is within 1”
of an enemy model.
3 Gauntlets have Damage of 3 instead of
D3.
Reiver Table
D3 Upgrade
1 Extreme Terror: Terror Troops rule is
6” and subtracts 2 from Leadership.
2 Can throw two grenades per Shooting
phase (or Overwatch).
3 Double the range of any grenades
used by this model.