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Deathwatch Season 3 Rules

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0% found this document useful (0 votes)
15 views5 pages

Deathwatch Season 3 Rules

Uploaded by

widoyav708
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Version 3.

2 – Updated February 2, 2018

Unofficial Deathwatch Season 3 Campaign Rules


These rules are in NO way endorsed by Games Workshop, and simply represent a fun way to
play Warhammer 40k with your miniatures.

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

Chapter Basic Bonus Lvl 5 Lvl 10


Reroll all failed To-hit and
Dark Angels Fire Overwatch at BS 5+ Full BS Overwatch To-wound rolls against
Characters.
White Scars Can Fall Back and still Charge +2” Advance Can Advance and Charge

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.

Once per game can be


removed from the table
and set up anywhere Counts as being in cover
-1 to hit this model when more
Raven Guard within LoS of a friendly if more than 6” away from
than 12” away
Deathwatch unit and more firing model
than 6” away from any
enemy units.
Can Deny the Witch.
Can Heroic Intervention
Black Templar Reroll Failed Charges Gains +1 to Deny the
up to 6”.
Witch.

If there are at least 5


enemy models within 6” of
this model when he fights +2 S, T, and A when at 1
Crimson Fists Ignore Cover
in the Fight phase, add 1 Wound
to hit Attacks. If there are
at least 10, add D3.

Can Look Out Sir for any


Deathwatch within 6”.
When rolling saves for Can Heroic Intervention
None (Black Shield) +1 WS, +1 Attack
successful Look Out Sirs up to 6”.
can reroll one failed save
per phase.
Version 3.2 – Updated February 2, 2018

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

11 Roll on any Upgrade Tree that applies


Choose result of 2d6, including choosing
12
result of any randomization
Upgrading Squad Members
Version 3.2 – Updated February 2, 2018

Each stat has a maximum it can attain, as 5 Tough


follows: 6 Choose any from this list

Mv A S T W BS WS Ld Specialized Upgrade Trees


+2/+4* +2 +2 +2 +2 1+ 1+ 10
*use second number for Jump, first for all others Librarian Table
D6 Upgrade
General Upgrade Trees 1 Can manifest one additional psychic
power
Close Combat Upgrades 2 +1 Deny the Witch
D6 Upgrade 3 Learn a new psychic power
1 +D3 attacks when outnumbered 4 +1 to Psychic Tests
2 +1 A when charged 5 Deny the Witch extended to 36”
3 +1 A when charging 6 Choose any from this list
4 Ignores -1 to hit on heavy melee weapons
5 +1 S when charging Chaplain Table
6 When charging causes a mortal wound on D6 Upgrade
4+ 1 All Aura abilities extended to 12”
2 Aura (6”): Reroll failed wound rolls in the
Speed Upgrades Fight Phase.
D6 Upgrade 3 Aura (6”): +1 Advance and Charge
1 Can Fall Back and Shoot 4 Aura (6”): +1 A
2 Reroll Advance Roll 5 Aura (6”): Can Advance and Charge
3 Can stand up from Knocked Down and 6 Choose any from this list
still move (but not Advance)
4 +1 Advance and Charge Apothecary Table
5 Can Advance and fire Assault weapons D6 Upgrade
with no penalty 1 Narthecium range increased to 6”.
6 Reroll failed Charge rolls 2 +1 wounds regained
3 +2 wound tokens removed when revived
Shooting Upgrades 4 Can use Narthecium twice per turn (but
D6 Upgrade not the same model)
1 Can Move and fire Heavy weapons with 5 Close Combat attacks always wound on
no penalty. Can Advance and fire Heavy 2+ unless targeting vehicles
weapons with a -1 hit roll. 6 Choose any from this list
2 Can target Characters even if they aren’t
the closest Terminator Table
3 Reroll failed wound rolls against Monsters D3 Upgrade
and Vehicles 1 Can’t be Knocked Down
4 Ignore Cover 2 Can teleport 3d6” instead of moving. Can
5 Can Overwatch at 5+ (or 4+ if Dark Angel) still charge.
6 Can shoot twice if doesn’t move (including 3 +1 Invulerable Save
Pistols in close combat)
Vanguard / Inceptor Table
Toughness Upgrades D3 Upgrade
D6 Upgrade 1 In Fight Phase, hit rolls of 5+ generate
1 Cannot be Stunned new attacks. These do NOT generate
2 Feel No Pain (6+), or +1 to an existing more attacks.
FNP 2 +3” to Advance
3 At beginning of each friendly turn either 3 All units within 1” of model after a
regain 1 lost wound or remove 2 wound successful charge suffer 1 mortal wound
tokens on a 4+ (roll each unit separately).
4 +1 T (this does not count towards normal
maximum)
Version 3.2 – Updated February 2, 2018

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.

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