L30n1d4s Posted March 15 Share Posted March 15 (edited) All units besides what is below stay the same (I would have Kill-Team Cassius go to Legends). Intention for Kill-Team rewrites is to incentive making them diverse, make them viably competitive, but also not overpowered (tricky balancing act to pull off, I think). Three detachments: 1) Blackspear Strike Force (Generalist DW/Special Ammo focus) 2) Xenos Bane Task Force (extra anti-Xenos focused) 3) Watch-Fortress Cohort (lean heavily into Kill-Teams) <<<UNITS>>> Watch Captain Artemis SPECIAL RULES: *Remove rule to allow his unit to use a Stratagem when Battle-Shocked, replace with rule that gives his unit Sustained Hits 1. Deathwatch Veterans SPECIAL RULES: *Remove rule to granting them re-rolls to Hit, replace with rule where, when a unit with this rule destroys an enemy unit, it can roll a D6 and, on a roll of 4+, their army gains +1 CP. If the enemy unit destroyed does not have the Imperium or Chaos keyword, then add +1 to this D6 roll (still capped at +1CP extra per battle round, no matter the source). Proteus Kill-Team (max 10 models) KILL TEAM MODELS: *5-10 Deathwatch Veterans --- Weapon Options: 1) LV Ranged Weapons/LV Melee Weapons 2) LV Ranged Weapons/Storm Shields 3) LV Melee Weapons/Storm Shields 4) Infernus Bolters** 5) Frag Cannons** (**total of 2 per/5 models) *0-5 Vanguard Veterans --- Weapon Options: 1) LV Melee Weapons/Storm Shield 2) LV Melee Weapons/Pistol (Infernus/Plasma/Grav/Hand Flamer/Bolt) 3) Heavy Thunder Hammer** (**total of 2 per/5 models) *0-4 Deathwatch Bikers ---Weapon Options: 1) LV Melee Weapons/TLed Bolter/Pistol (Infernus/Plasma/Grav/Hand Flamer/Bolt) *0-4 Deathwatch Terminators --- Weapon Options: 1) SB/PF 2) SB/CF 3) TH/SS 4) Duall LCs 5) Heavy Flamer/PF** 6) Assault Cannon/PF** 7) SB/CML/PF** (**total of 2 per/5 models) *0-2 Desolators --- Weapon Options: 1) Castellan Launchers and Super Krak Missiles 2) Castellan Launchers and Super Frag Missiles SPECIAL RULES: *All models in this unit re-roll 1s to Hit *If this unit contains any Vanguard Veterans, then it re-rolls 1s to wound in melee against any non-Vehicle/non-Monster units *If this unit contains any Deathwatch Bikers, then it re-rolls 1s to wound in shooting against any non-Vehicle/non-Monster units *If this unit contains any Deathwatch Terminators, then it re-rolls 1s to wound in melee against any Vehicle/Monster units *If this unit contains any Desolators, then it re-rolls 1s to wound in shooting against any Vehicle/Monster units Fortis Kill-Team (max 10 models) *5-10 Intercessors --- Weapon Options: 1) Bolt Rifles/Bolt Pistols (1 per/5 models can take AGL) 2) Chainswords/Heavy Bolt Pistols 0-5 Jump Pack Assault Intercessors --- Weapon Options: 1) Chainswords/Heavy Bolt Pistols (1 per/5 models can take PF/Heavy Bolt Pistol) 0-3 Infernus Marines --- Weapon Options: 1) Pyreblasters/Bolt Pistols 0-3 Hellblasters --- Weapon Options: 1) Plasma Incinerators/Plasma Pistols 0-2 Outriders --- Weapon Options: –TLed Bolt Rifles/Bolt Pistols/Chainswords SPECIAL RULES: *If this unit controls an Objective at the end of your Command Phase, then even if it moves away, you still control that objective until an enemy unit controls it at the end of any phase. *If this unit contains any Jump Pack Assault Intercessors, then once per game in the Fight phase, you can activate this ability. Until the end of the phase, all models in this unit have +1 to wound against any enemy units that are in range of an Objective. *If this unit contains any Infernus Marines, then once per game in your Shooting phase, you can activate this ability. Until the end of the phase, all models in this unit have +1 to wound against any enemy units that are in range of an Objective. *If this unit contains any Hellblasters, then once per game in your Shooting phase, you can activate this ability. Until the end of the phase, if this unit is in range of an Objective, its ranged attacks have +1 to wound against enemy units. *If this unit contains any Outriders, then once per game in the Fight phase, you can activate this ability. Until the end of the phase, if this unit is in range of an Objective, its melee attacks have +1 to wound against enemy units. Spectrus Kill-Team (max 10 models) 5-10 Infiltrators --- Weapon Options: 1) Marksman Bolt Carbines/Bolt Pistols 0-5 Incursors --- Weapon Options: 1) Occulus Bolt Carbines /Bolt Pistols/Paired Combat Blades 0-5 Reivers --- Weapon Options: 1) Bolt Carbines/Special Issue Bolt Pistols/Combat Knives 0-3 Eliminators --- Weapon Options: 1) Bolt Sniper Rifles/Bolt Pistols 2) Las Fusils/Bolt Pistols 0-3 Suppressors --- Weapon Options: –Accelerator Autocannons/Bolt Pistols SPECIAL RULES: *This unit has Infiltrate and Scout (and conveys these rules to any attached character) *If this unit contains any Incursors, then in the Shooting Phase after this unit shoots, select one enemy non-Vehicle unit hit by its ranged weapons. All friendly ranged weapons have -1 AP against that unit until the end of the phase *If this unit contains any Reivers, then in the Shooting Phase after this unit shoots, it can make a Normal move of up to 6” *If this unit contains any Eliminators, then it gains Stealth *If this unit contains any Suppressors, then in the Shooting Phase after this unit shoots, select one enemy non-Vehicle unit hit by its ranged weapons. That enemy unit has -2 to its movement and charges until the start of your next turn Indomitor Kill-Team (max 10 models) 5-10 Heavy Intercessors --- Weapon Options: 1) Heavy Bolt Rifles/Bolt Pistols (1 per/5 models can take Heavy Bolter/Bolt Pistol) 0-4 Aggressors --- Weapon Options: 1) All have Flamestorm Gauntlets 2) Boltstorm Gauntlets and Frag Grenade Launchers 0-2 Eradicators --- Weapon Options: 1) Melta Rifles/Bolt Pistols 0-2 Inceptors --- Weapon Options: 1) Twin Plasma Exterminators 2) Twin Assault Bolters 0-1 Centurions --- Weapon Options: 1) Siege Drills with Twin-linked Flamers/Centurion Bolters 2) Siege Drills with Twin-linked Meltaguns/Centurion Bolters 3) Twin-Linked Lascannon/Centurion Missile Launchers 4) Twin-Linked Heavy Bolters/Centurion Missile Launchers 5) Grav Cannons/Centurion Missile Launchers SPECIAL RULES: *All models in this unit have FNP (6+) *If this unit contains any Aggressors and is in your opponent’s Deployment Zone, it is -1 to Wound against all Melee attacks *If this unit contains any Eradicators and is in your Deployment Zone, it is -1 to Wound against all Shooting attacks *If this unit contains any Inceptors and is in your opponent’s Deployment Zone, it is -1 to Wound against all Shooting attacks *If this unit contains any Centurions and is in your Deployment Zone, it is -1 to Wound against all Melee attacks <<<DETACHMENTS>>> Blackspear Strike Force *Mission Tactics – Each Command Phase you can pick Lethal Hits, Sustained Hits 1, or Precision Hits (on Critical Hit rolls). Until the start of your next turn, all friendly Astartes units in your army gain this rule for their attacks. You can only pick each of these once per game. ENHANCEMENTS 1 – Tome of Ectoclades (15 points) – Adeptus Astartes character only. Once per game, if the bearer is on the table, during your Command Phase you can select a second enemy unit to be the target for the Oath of Moment rule. Until the start of your next Command Phase, any time a friendly Astartes unit targets either of the Oath of Moment targets, you can re-roll any to Hit rolls. 2 – Thief of Secrets (25 points) – Adeptus Astartes character only. Bearer’s melee weapons gain +1 strength, -1 AP, and +1 Damage. If the bearer kills one or more enemy models in the Fight Phase, his melee weapons instead gain +2 strength, -2 AP, and +2 Damage until the end of the game. 3 – Beacon Angelus (15 points) – Adeptus Astartes character only. Bearer and his unit gain the Deep Strike rule and can use the Rapid Ingress Stratagem for 0 CP, even if another unit has used that Stratagem this turn. 4 – Osseus Key (10 points) – Watch Master or Techmarine model only. At the start of the enemy Shooting Phase, select one enemy vehicle unit within 18” and roll a D6. On a 1-3, that vehicle has -1 to hit for all its attacks until the end of the turn. On a roll of 4-6, that vehicle cannot shoot or attack in close combat until the end of the turn. STRATAGEMS 1 – Armour of Contempt (1 CP – BATTLE TACTIC) 2 – Tactical Flexibility (1 CP – BATTLE TACTIC) – Friendly Command Phase, give selected friendly Astartes unit one of the three Mission Tactics this turn, even if it has already been selected once and even if another Mission Tactic is active for your army 3 – Hellfire Ammunition (1 CP) – Friendly Shooting Phase, non-vehicle units only. Until the end of the Phase, Feel No Pain saves cannot be taken against shooting by the unit targeted with this Stratagem. Additionally, any Bolt Weapons in the unit targeted by this Stratagem also gain Anti-Infantry 2+ / Anti-Monster 5+ until the end of the phase (this Stratagem cannot affect weapons with the Devastating Wounds rule). 4 – Kraken Ammunition (1 CP) – Friendly Shooting Phase, non-vehicle units only. Until the end of the Phase, shooting by the unit targeted with this Stratagem gains an additional AP -1. Additionally, any Bolt Weapons in the unit targeted by this Stratagem also gain +6” range and +1 Damage. 5 – Dragonfire Ammunition (1 CP) – Friendly Shooting Phase, non-vehicle units only. Until the end of the Phase, shooting by the unit targeted with this Stratagem gains Assault. Additionally, any Bolt Weapons in the unit targeted by this Stratagem also gain Ignore Cover and Blast. 6 – Teleportarium Redeploy (1 CP – BATTLE TACTIC) – End of Opponent’s turn, select one friendly Astartes non-vehicle unit that is not in engagement range. That unit is placed into Strategic Reserves and, in the Reinforcements step of your next Movement phase, can arrive anywhere on the board that is more than 9” away from any enemy models. Xenos Bane Task Force *Xenos Hunters – All Astartes units in this detachment get Ignore Cover for their shooting. If they make attacks against a unit without the Imperium or Chaos faction, they get an additional -1AP to their shooting and melee attacks. ENHANCEMENTS 1 – Vhorkan Pattern Auspicator (15 points) – Adeptus Astartes character only. Bearer’s unit shooting attacks gain Anti-Fly 3+ 2 – Soul Fortress (10 points) – Librarian model only. Bearer’s unit gain Feel No Pain (4+) against Mortal Wounds and Devastating Wounds. 3 – Artificer Bolt Cache (30 points) -- Adeptus Astartes character only. Bolt weapons in Bearer’s unit gain +1 strength and -1 AP. 4 – Blackweave Shroud (15 points) -- Adeptus Astartes character only. All attacks against Bearer are -1 to hit and -1 to wound. STRATAGEMS 1 – Armour of Contempt (1 CP – BATTLE TACTIC) 2 – Stem the Tide (1 CP – BATTLE TACTIC) – Friendly Shooting phase, friendly non-Vehicle Astartes unit only. Select one enemy unit hit by one or more shooting attacks by this friendly unit. Until the start of your next turn, that unit has -2” to its charge rolls. If that enemy unit is an Ork unit, it cannot benefit from the Waaaggghhh rule until the start of your next turn. 3 – High-speed Targeting Interface (1 CP) – Friendly Shooting phase, friendly non-Vehicle Astartes unit only. Select one enemy Fly unit hit by one or more shooting attacks by this unit. Until the start of the next turn, ignore any negative modifiers for shooting attacks against this unit. If that enemy Fly unit is an Aeldari or Drukhari unit, it cannot benefit from Power from Pain or Runes of Fate special rules until the start of your next turn. 4 – Converging Fire Protocols (2 CP – BATTLE TACTIC) – Friendly Shooting phase, friendly non-Vehicle Astartes unit only. Select one enemy unit hit by one or more shooting attacks by this friendly unit. Until the start of the next turn, all shooting attacks against this unit have -1 AP. If that enemy unit is a Necron unit, it cannot benefit from Reanimation Protocols until the start of your next turn. 5 – Psybane Weapons (1 CP) – Friendly Shooting phase, non-Vehicle Astartes unit only. Select one enemy unit hit by one or more shooting attacks by this friendly unit. Until the start of the next turn, all shooting attacks against this unit have Anti-Psyker 4+. If that enemy unit is a Tyranid or Genestealer Cult unit, it cannot benefit from Synapse or Cult Ambush rules until the start of your next turn. 6 – Headhunter Tactics (2 CP – BATTLE TACTIC) – Friendly Shooting phase, select one enemy unit hit by one or more shooting attacks by this unit. Until the start of the next turn, all shooting attacks against this unit have Precision. If that enemy unit is a T’au Empire or Leagues of Votann unit, it cannot benefit from For the Greater Good or Eye of the Ancestors rules until the start of your next turn. Watch-Fortress Cohort *Kill-Team Specializations – Kill-Team units in this detachment gain +1 strength their shooting and melee attacks. ENHANCEMENTS 1 – Dominus Aegis (25 points) – Tacticus character model only. Bearer’s unit gain’s 4+ Invulnerable save. 2 – Banebolts of Erexia (10 points) – Adeptus Astartes character only. Model’s Bolt weapons gain Anti-Infantry 3+ and Devastating Wounds. 3 – Eye of Abiding (35 points) – Adeptus Astartes character only. Bearer’s unit may ignore any and all negative modifiers to its shooting attacks. 4 – Paragon of the Chapter (25 points) – Adeptus Astartes character only. Bearer’s unit gains +1 to hit for all melee attacks. STRATAGEMS 1 – Armour of Contempt (1 CP – BATTLE TACTIC) 2 – Proteus Tactics (1 CP – BATTLE TACTIC) – Friendly Command Phase, Proteus Kill Team only. Until the end of the turn, re-roll all to Hit rolls for this unit 3 – Fortis Tactics (1 CP – BATTLE TACTIC) – Friendly Command Phase, Fortis Kill Team only. Until the start of your next turn, add +1OC to all models in this unit 4 – Spectrus Tactics (1 CP – BATTLE TACTIC) – End of your opponent’s turn, Spectrus Kill Team only. This unit may immediately go into Strategic Reserves 5 – Indomitor Tactics (1 CP – BATTLE TACTIC) – Friendly Command Phase, Indomitor Kill Team only. Until the start of your next turn, this unit has FNP (5+) 6 – Night Shield (1 CP) – Friendly Command Phase, Corvus Blackstar only. Until the start of your next turn, this model cannot be targeted by shooting attacks unless the enemy unit shooting it is within 12” Edited March 17 by L30n1d4s Link to comment https://bolterandchainsword.com/topic/382528-my-stab-at-a-deathwatch-supplement/ Share on other sites More sharing options...
L30n1d4s Posted March 16 Author Share Posted March 16 Sorry, font colors were off / hard to read, fixed that! Link to comment https://bolterandchainsword.com/topic/382528-my-stab-at-a-deathwatch-supplement/#findComment-6028537 Share on other sites More sharing options...
Tacitus Posted March 17 Share Posted March 17 Quote *Remove rule to granting them re-rolls to Hit, replace with rule which, once per battle round, when one or more units with this rule destroys an enemy unit, it can roll a D6 and, on a roll of 4+, their army gains +1 CP (this is not limited by the normal “no more than 1 extra CP generated per battle round” rule). If the enemy unit destroyed does not have the Imperium or Chaos keyword, then add +2 to this D6 roll. I pretty much stopped here. So they get to roll a 2+ for an extra CP that isn't constrained by the 3 CP per Battle Round cap? First off, not bonus above and beyond the cap - nobody else really gets this. And they REALLY don't get it on a 2+. Link to comment https://bolterandchainsword.com/topic/382528-my-stab-at-a-deathwatch-supplement/#findComment-6028637 Share on other sites More sharing options...
L30n1d4s Posted March 17 Author Share Posted March 17 9 hours ago, Tacitus said: I pretty much stopped here. So they get to roll a 2+ for an extra CP that isn't constrained by the 3 CP per Battle Round cap? First off, not bonus above and beyond the cap - nobody else really gets this. And they REALLY don't get it on a 2+. Lol, great point.... looking at that, it does seem over the top... thanks for the catch! Modified to getting a CP on a 4+ (3+ if they kill a Xenos unit), but IS capped to +1CP per battle round, like normal. Link to comment https://bolterandchainsword.com/topic/382528-my-stab-at-a-deathwatch-supplement/#findComment-6028685 Share on other sites More sharing options...
jaxom Posted March 18 Share Posted March 18 On 3/15/2024 at 2:11 PM, L30n1d4s said: Watch-Fortress Cohort *Kill-Team Specializations – Kill-Team units in this detachment gain +1 strength their shooting and melee attacks. I kind of feel like this should be gated behind a requirement. Maybe tie it to the Kill-Team abilities? If I remember correctly, most are some form of +1 to hit in a specific circumstance. So give them +1 strength when they have a bonus to hit? Link to comment https://bolterandchainsword.com/topic/382528-my-stab-at-a-deathwatch-supplement/#findComment-6028897 Share on other sites More sharing options...
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