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Hey folks,

 

Up for putting together ideas for a fan codex? I'm thinking sticking to the core idea: an elite force that's made up of veterans, but through the Kill-Team structure, is greater than the sum of its parts.

 

Some gaps need filled: 

 

Missing units: non-Primaris Apothecaries, Techmarines, Champions, Ancients, etc. which Deathwatch have had in the fluff. 

Vanguard Marines (I'm thinking adding Vanguard marines to the Intercessor Kill-Team, or having a Vanguard Kill-Team, could be cool.).

 

New units: Unique stuff like Kill-Marines. Probably not bother with Keepers, due to them being effectively Watch Masters.

 

Stratagems: Some ideas include just nicking stuff from other Chapters. Cool by me.

 

Relics: Could easily nick stuff from the RPG.

 

Psychic Powers: This is a tough one!

 

I'll post some ideas shortly.

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Deathwatch Infiltrators/Incursors

Basically the same as Infiltrators/Incursors, but can also take Reivers, Suppressors and Eliminators.

 

Reivers added to the squad would grant the same bonus they do to Intercessor Squads. I'd probably remove the option for them to join Intercessors, actually.

Eliminators would grant nothing, beyond the fact that they're awesome. Possibly limit to three, possibly not.

Suppressors would allow the squad to retreat and shoot, just like Inceptors.

 

 

Champions/Techmarines/Apothecaries/Ancients

As Codex Marines. They just need included. No need for Lieutenants, though.

 

Kill-Marine

Badass solo operative. Probably a mid-level hero, like a Lieutenant, but with a focus on stealth and shooting characters? Basically a Lieutenant in the Elite slot, but with rr1 to wound, let him shoot characters/have stealth/scout deploy.

 

Phobos Marines

Aside from the Troops options, the Phobos marines could easily be added without changes.

 

New Stratagems

Okay, add each of the main Chapter Tactics from Codex Marines, plus Red Thirst, Grim Resolve, and Hunters Unleashed as Stratagems. Hell, keep the names as they are. For 1CP, give the Tactic to a unit for a turn (can be activated whenever). Some might need slight editing. Not super powerful, considering the cost, but certainly good. Also good when paired with each other, and other Stratagems.

 

Boom, Kill-Teams now have the benefits of various Chapters at once, thanks to being mixed up.

 

Also, add in a Stratagem for Genestealer Cults.

 

Equipment

Heavy Thunder Hammers for Captains. You're welcome. 

 

Doctrine

Remove Doctrines. 

 

Replace with:

 

Target Priorities: If your army is made up of only DEATHWATCH units, your DEATHWATCH units gain -1 AP against the target of their Mission Tactics rule. 

 

Chamber Militant: If your army is made up of only DEATHWATCH and ORDO XENOS units, your DEATHWATCH units gain the ORDO XENOS keyword.

Edited by bluntpencil
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New Psychic Discipline! Would also grant access to Librarius Discipline, and Obscuration.

 

Vigilant Discipline (WIP)

 

Alien Minds - Fluff: The Librarian's knowledge of the foe, combined with telepathic mind-reading, lets him predict their movements. WC: 7 Target a visible enemy within 18", -1 to saving throws.

Bonds of Brotherhood - Fluff: Connecting Brothers telepathically, they are able to work together as a more cohesive whole. WC: 7 Gain a Command Point.

Terrify - Just nick Terrify off of Inquisition. Possibly rename it.

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Special issue ammo for Snipers

 

-Null Rounds-

When a hit is scored, in addition to damage any possible damage is taken, Until the beginning of the next turn of a model who uses this ammunition, then enemy model/unit halves the range of synapse, buff auras and is -2 to for psychic tests and will suffer perils on any doubles

 

BioLumen Marker Rounds-

A non vehicle model/unit wounded but not destroyed by a model using this ammunition can be targeted by any Deathwatch, even if they are not visible, until the shooting players next turn

 

Gravitic Pulse Rounds-

On an unmodified hit roll of 6 a unit of bikers, jetbikers or vehicles take d3 Mortal wounds. Units/models damaged but not destroyed by this ammunition halve their movement and recieve no cover save until the shooters next turn

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I think an infiltrating kill team for phobos would be cool.

 

Baseline-

5 incursors -100pts

-haywire mine -10pts

 

0-1 Phobos Sgt-19 pts-occulus bolt Carbine, paired combat blades

Instigator Bolt Carbine-5 pts

OmniScrambler-3 pts

Las Fusil-15pts

Bolt Sniper-5pts

Reiver Mask-2 pts

Grapple hook- 2pts

 

Infiltrator-22 pts

0-1 Comms Array- 10pts

0-1 Helix Adept-32 pts

 

Reiver hvy pistol/carbine or hvy pistol and blade-18pts

Grapple Hook-2pts

 

0-1 Eliminator w/camo cloak-21pts

Las Fusil-15pts

Bolt Sniper-3pts

 

0-1 Dark Blade w/reiver mask, hvy bolt pistol,

Shock grenades, master crafted power sword

 

All models may take camo cloaks for 3pts

 

The Unique entry of the Dark Blade I thought up as primaris version of black shield. After Vigilus there were a lot of Primaris Marines who had no real chapter allegiance either due to heavy casualties, no actual assignment to a specific chapter and possibly being made from genestock from heretic legions but being primaris they are extremely loyal. Deathwatch is always welcome to take in those who want to commit the rest of their lives to eradicating all competition to humanity.

His special Ability- Headhunter-

This model can heroically intervene. When targetting Characters this model adds +1 to attacks, hit rolls and wound rolls when it charges, is charged or HIs

 

As for the mixed unit rules I figured since they infiltrate it should be mostly relegated to shared boosts via equipment options. I also feel having 7 extra bodies and taking 3 eliminators would be ridiculous for a troops choice. Some of the troops types may need to have increased cost beyond the 1-2pt increase that is usual for DW due to SIA...like incursors having vengeance rounds pretty dang ruthless. I'm not 100% on how to do the SGT...I figured in DW killteam hes almost to LT or Cpt level and can customize his loadout since hes probably served in all types of Phobos unit roles

 

Shared rules-

Omni Scramblers

Covering Fire(sgt w/instigator)

Grapple Hook

Smoke Grenade

Heroic Intervention

Forward Deployment

Behind enemy lines

Comms Relay

Guided Aim (eliminators only)

Edited by Debauchery101
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I think separating the Infiltrators and Incursors is wise, as one Infiltrator added to a squad of mainly Incursors would be the way everyone would go, as the Marksman Bolt Carbine would be irrelevant (mostly) with Hellfire Ammo, and the lone Infiltrator would give the whole squad Omni Scramblers.

 

I'd then let both Infiltrators and Incursors add Suppressors (0-5), Eliminators (0-3), and Reivers (0-5) up to a max of ten.

 

Eliminators wouldn't get the Eliminator Sergeant - he'd be left in Eliminator Squads, just as badass Biker Sergeants stay in Bike Squads.

 

I wouldn't add Grapple Hook as a shared rule - it doesn't currently get shared by Reivers.

 

I would add Black Shield options to both, though, that's a great idea, and also to Intercessors. 

 

-

 

Also, ideas for strats.

 

Instead of giving Chapter Tactics, I think Deathwatch could get access to one Chapter specific stratagem per Space Marine Chapter, with the text explaining that the inspiration or assistance provided by that Chapter's brother leads the Kill-Team to emulate him.

 

I've avoided those based directly on gene-seed, and focused on those those relating to their personality and tactics. I have also avoided those that are used before the battle begins, and those that can only be used once - these belong in their own Chapter, I believe. I've avoided anything which requires specific equipment - Kill-Teams, in fluff, are supposed to gain strength from their differences, not from taking lots of one Chapter's favourite gun. I've also avoided anything that buffs bolters, such as Bolter Drill, as it would be extra good with Hellfire Storm Bolters.

 

Also, if they are allowed to affect vehicles, I would add that they should only apply to INFANTRY or BIKERS, to reflect it being a Kill-Team's shared skills.

 

Ultramarines - Squad Doctrines

  • Chosen as the Ultramarine (or a successor, or one who has worked with many in the past, etc.) gives Codex-based advice.

Imperial Fists - The Shield Unwavering

  • Chosen as Bolter Drill  would be absolutely ridiculous with Hellfire and Vengeance Rounds. It also fits the noble defender personality of the Fists, and the fact that the Deathwatch are the Shield That Slays.

White Scars - Butchered Quarry

  • I wanted to avoid stepping on White Scars' toes with the speed-related stuff. This one is interesting, and suits the Deathwatch as hunters of aliens.

Black Templars - Abhor the Witch

  • This one seemed best - it's very Black Templar, very iconic... but also, not unique - Iron Hands get similar - so it's not stealing something unique to them.

Iron Hands - Optimal Repulsion Doctrines

  • This basically grants the Kill-Team part of the Iron Hands tactic. It's not equipment or genetics based, but based on tactical skill which can be shared in the Kill-Team.

Raven Guard - A Deadly Prize

  • This was hard - a lot of the Stratagems would stack with existing Deathwatch Stratagems, causing problems. Others, like Infiltrators, and the Stealth stuff, seem hard to justify on mixed Kill-Teams. Booby traps, however, are something that a Raven Guard Kill-Team member could very easily bring along.

Salamanders - Relentless Determination

  • It was either this or Born Protectors, but I didn't want that to stack with Unbridled Ardour and Optimal Repulsion Doctrine (and Stem the Green Tide!). Stand Your Ground would be cool, too, but overlaps too much (both mechanically and thematically) with Shield Unwavering.

Dark Angels - Grim Resolve (Get the Chapter Tactic for a Phase - 1 CP)

  • Most of their iconic stratagems relate to their enemies, special gear, Ravenwing, or Deathwing. Re-rolling 1s  isn't flashy, but it's a decent one for a Kill-Team in the backfield.

Space Wolves - True Grit

  • Okay, this one affects bolters and is therefore powerful.... BUT... this used to be a named Deathwatch ability in years gone by! Also, it doesn't allow insane amounts of shots, and prevents pistols also being fired, so evens out. Maybe charge an extra CP to reflect Special Issue Ammo. It's very Space Wolf tactics, and is the sort of thing they'd get others doing - especially considering how the Deathwatch Veterans are modeled. I originally thought Laugh in the Face of Death would be good, boosting the Kill-Team's morale, but it's very enemy dependent.

Blood Angels - Unbridled Ardour

  • A lot of the Blood Angel ones are unit specific, or for characters. This one is melee focused (of course!), but also focuses on the side that the Blood Angels would want to show other Chapters - furious, yes, but nobly defending others.
Edited by bluntpencil
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I still ain't sold on the idea of supressors with units that all infiltrate. But this is just make believe anyways.

 

It may just as cool to just make it Phobos Killteam...then you can arm each marine with whatever you want

The issue there is that Infiltrator guns suck for Deathwatch, but the Omni-scrambler is awesome. There's no reason to take more than one, at all. 

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