Long Vigil

Homebrew by guitarninja

The Deathwatch, known also as the "Long Vigil," and the "Long Watch," is a unique Chapter of the Adeptus Astartes comprised solely of Veteran Space Marines that serves the Ordo Xenos of the Imperial Inquisition as its Chamber Militant. They are the warriors of last resort when the Inquisition needs access to firepower greater than that which the Astra Militarum or a team of its own Acolytes or Throne Agents can provide.

It is the sacred task of the Deathwatch to stand sentry against all of these terrible xenos races and many more besides. They are ready to act when such ancient evils rise to threaten Mankind once more. The Space Marines of the Deathwatch form the first, and often only, line of defence against these inhuman horrors.

100% positive
Composition

A LONG VIGIL KillTeam is composed of:

  • 1 LONG VIGIL operative selected from the following list:

      - 
      	DEATHWATCH VETERAN WATCH SERGEANT operative equipped with one of the following options:
      	
      		- Deathwatch Boltgun; Power Weapon
      		- Heavy Thunder Hammer (max one per kill team)
      		- Lightning Claws
      		- Fists and one of the following options:  
    
      			Deathwatch Boltgun, Deathwatch Shotgun, Combi-Flamer, Combi-Grav, Combi-Melta, Combi-Plasma, Stalker Pattern Boltgun, or Storm Bolter
      		- One option from each of the following:
      			- Chainsword, Lightning Claw, Power Fist, Power Maul, Power Weapon, Thunder Hammer, or Xenophase Blade
      			- Bolt Pistol, Grav-Pistol, Hand Flamer, Inferno Pistol, Plasma Pistol, or Storm Shield
      		
      	
      
      - WATCH MASTER
    
  • 5 LONG VIGIL operatives selected from the following list:

      - DEATHWATCH VETERAN WARRIOR each separately equipped with one of the following options:
      
      	- Deathwatch Boltgun, Power Weapon
      	- Fists and one of the following options:  
    
      		Deathwatch Shotgun, Stalker Pattern Boltgun, or Storm Bolter
      
      
      - DEATHWATCH VETERAN FIGHTER each separately equipped with one of the following options:
      	
      		- Heavy Thunder Hammer (max one per kill team)
      		- Lightning Claws
      		- One option from each of the following:
      			- Chainsword, Lightning Claw, Power Fist, Power Maul, Power Weapon, or Thunder Hammer
      			- Bolt Pistol, Grav-Pistol, Hand Flamer, Inferno Pistol, Plasma Pistol, or Storm Shield
      		
      	
      - DEATHWATCH VETERAN GUNNER each separately equipped with Fists and one of the following options:  
    
      	Combi-Flamer, Combi-Grav, Combi-Melta, Combi-Plasma, Flamer, Grav-Gun, Meltagun, or Plasma Gun
      - DEATHWATCH VETERAN HEAVY GUNNER each separately equipped with Fists and one of the following options:  
    
      	Frag Cannon, Heavy Bolter, Heavy Flamer, Infernus Heavy Bolter, or Missile Launcher
    

Other than DEATHWATCH VETERAN WARRIOR operatives, your kill team can only include each operative above once.

Some LONG VIGIL rules refer to a 'bolt weapon'. This is a ranged weapon that includes 'bolt' in its name, e.g. stalker bolt rifle, heavy bolt pistol, etc.

Common Abilities and Options

Astartes:
During each friendly LONG VIGIL operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon. Each friendly LONG VIGIL operative can counteract regardless of its order.

Mission Tactics:
As a STRATEGIC GAMBIT in each turning point, choose a MISSION TACTIC from those presented below. All friendly LONG VIGIL operatives gain the selected benefit. Furor Tactics: Until the end of the turning point all bolt weapons gain the Punishing special Rule. Malleus Tactics: Until the end of the turning point all bolt weapons gain the Lethal 5+ special rule. Purgatus Tactics: Until the end of the turning point all bolt weapons gain the balanced special rule.

*Storm Shield:
If this operative is equipped with a Storm Shield, it ignores the Piercing weapon rule. Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).

Watch Master
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Vigil Spear (PrcCrit1)
4
3+
3/5
Vigil Spear (Lethal 5+)
5
3+
5/7
Abilities
AstartesHeroic LeaderMission Tactics

Heroic Leader: Once per turning point, you can use a firefight ploy for 0CP if this is the specified LONG VIGIL operative (excluding Command Re-roll), or the Adaptive Tactics firefight ploy for 0CP if this operative is in the killzone and not within control range of enemy operatives.

LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, LEADER, WATCH MASTER
Deathwatch Sergeant
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Combi-Grav (Combi-DWBG, Prc1, Grav, Lim)
4
3+
4/5
Stalker Pattern Boltgun (Hvy(Dash), Prc1)
4
3+
3/4
Bolt Pistol (Rng 6")
4
3+
3/4
Combi-Flamer (Combi-DWBG, Rng 6", Tor 2", Lim)
5
3+
2/2
Combi-Melta (Combi-DWBG, Rng 6", Prc2, Lim, Dev4)
4
3+
6/3
Combi-Plasma
Standard (Combi-DWBG, Prc1, Lim)
4
3+
5/6
Overcharge (Combi-DWBG, Prc2, Hot, Lim)
4
3+
5/6
Deathwatch Shotgun
Cryptclearer
4
3+
4/4
Wyrmsbreath (Rng 3", Tor 2")
5
3+
2/2
Xenopurge (Rng 6", PrcCrit1)
4
3+
3/5
Deathwatch Boltgun
DragonFire (Sat)
4
3+
3/4
HellFire (Rnd)
4
3+
3/4
Kraken (PrcCrit1)
4
3+
3/4
Vengeance
4
3+
4/4
Storm Bolter (Relentless)
4
3+
3/4
Grav-Pistol (Rng 6", Prc1, Grav)
4
3+
4/5
Hand Flamer (Rng 6", Tor 1", Sat)
4
3+
2/2
Inferno Pistol (Rng 3", Prc2, Dev3)
4
3+
5/3
Plasma Pistol
Standard (Rng 6", Prc1)
4
3+
5/6
Supercharge (Rng 6", Prc2, Hot)
4
3+
5/6
Xenophase Blade (Brutal, Lethal 5+)
5
3+
4/6
Thunder Hammer (Shock)
5
4+
5/6
Power Weapon (Lethal 5+)
5
3+
4/6
Power Maul (Shock)
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Chainsword
5
3+
4/5
Fists
3
3+
3/4
Heavy Thunder Hammer (Shock)
5
4+
6/8
Lightning Claw (Lethal 5+)
5
3+
4/5
Lightning Claws (Lethal 5+, Relentless)
5
3+
4/5
Storm Shield (*Storm Shield)
-
-
-
Abilities
*Storm ShieldAstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, LEADER, DEATHWATCH VETERAN, SERGEANT
Deathwatch Warrior
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Stalker Pattern Boltgun (Hvy(Dash), Prc1)
4
3+
3/4
Deathwatch Shotgun
Cryptclearer
4
3+
4/4
Wyrmsbreath (Rng 3", Tor 2")
5
2+
2/2
Xenopurge (Rng 6", PrcCrit1)
4
2+
3/5
Storm Bolter (Relentless)
4
3+
3/4
Deathwatch Boltgun
DragonFire (Sat)
4
3+
3/4
HellFire (Rnd)
4
3+
3/4
Kraken (PrcCrit1)
4
3+
3/4
Vengeance
4
3+
4/4
Fists
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
AstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, WARRIOR
Deathwatch Fighter
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 6")
4
3+
3/4
Grav-Pistol (Rng 6", Prc1, Grav)
4
3+
4/5
Hand Flamer (Rng 6", Tor 1")
4
2+
2/2
Inferno Pistol (Rng 3", Prc2, Dev3)
4
3+
5/3
Plasma Pistol
Standard (Rng 6", Prc1)
4
3+
5/6
Supercharge (Rng 6", Prc2, Hot)
4
3+
5/6
Thunder Hammer (Shock)
5
4+
5/6
Chainsword
5
3+
4/5
Heavy Thunder Hammer (Lethal 5+, Shock)
5
4+
6/8
Lightning Claw (Lethal 5+)
5
3+
4/5
Lightning Claws (Lethal 5+, Relentless)
5
3+
4/5
Power Fist (Brutal)
5
4+
5/7
Power Maul (Shock)
5
3+
4/5
Power Weapon (Lethal 5+)
5
3+
4/6
Storm Shield (*Storm Shield)
-
-
-
Abilities
*Storm ShieldAstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, FIGHTER
Deathwatch Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Prc2, Dev4)
4
3+
6/3
Plasma Gun
Standard (Prc1)
4
3+
5/6
Supercharge (Prc2, Hot)
4
3+
5/6
Flamer (Rng 6", Tor 2")
5
2+
2/2
Combi-Flamer (Combi-DWBG, Rng 6", Tor 2", Lim)
5
2+
2/2
Combi-Grav (Combi-DWBG, Prc1, Grav, Lim)
4
3+
4/5
Combi-Melta (Combi-DWBG, Rng 6", Prc2, Lim, Dev4)
4
3+
6/3
Combi-Plasma
Standard (Combi-DWBG, Prc1, Lim)
4
3+
5/6
Overcharge (Combi-DWBG, Prc2, Hot, Lim)
4
3+
5/6
Deathwatch Boltgun
DragonFire (Sat)
4
3+
3/4
HellFire (Rnd)
4
3+
3/4
Kraken (PrcCrit1)
4
3+
3/4
Vengeance
4
3+
4/4
Grav-Gun (Prc1, Grav)
4
3+
4/5
Fists
3
3+
3/4
Abilities
AstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, GUNNER
Deathwatch Heavy Gunner
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Frag Cannon
Frag (Blast 2")
4
3+
4/6
Shell (Prc1)
4
3+
5/6
Heavy Bolter (Hvy(Dash), PrcCrit1)
5
3+
4/5
Heavy Flamer (Hvy(Dash), Rng 6", Tor 2")
6
2+
2/2
Infernus Heavy Bolter
Heavy Bolter (Hvy(Dash), PrcCrit1)
5
3+
4/5
Heavy Flamer (Hvy(Dash), Rng 6", Tor 2")
6
2+
2/2
Missile Launcher
Frag (Hvy(Dash), Blast 2")
4
3+
3/5
Krak (Hvy(Dash), Prc1)
4
3+
5/7
Fists
3
3+
3/4
Abilities
AstartesMission Tactics
LONG VIGIL, IMPERIUM, ADEPTUS ASTARTES, DEATHWATCH VETERAN, HEAVY GUNNER
Equipment

Beacon Angelis:
Once per battle, at the end of the firefight phase you may remove a LONG VIGIL operative that is not within engagement range from the killzone. In the next turning point as a Strategic Gambit you then place them wholly within 6" of your drop zone and more than 6" from enemy operatives. Treat this operative as having performed a reposition action.


Vortex Bolts:
Once per turning point, when a friendly LONG VIGIL operative is shooting with a bolt weapon, that weapon gains the Devastating 1 weapon rule.


Purity Seals:
Once per turning point, when a friendly LONG VIGIL operative is shooting, fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Auspex:
Once per turning point, when a friendly ANGEL OF DEATH operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation (or counteraction), enemy operatives within 8" of it cannot be obscured.


Ploys

Strategic - And They Shall Know No Fear:
You can ignore any changes to the stats of friendly LONG VIGIL operatives from being injured.


Strategic - Chapter Rivalries:
Whenever a friendly LONG VIGIL operative is shooting or retaliating, if it’s within 3" of another friendly LONG VIGIL operative, that first friendly operative’s ranged weapons have the Severe weapon rule.


Strategic - Sanction of the Black Vault:
Once per game, use at the start of any turning point. You may exchange one equipment for another so long as they are not limited and have been used. If either equipment is deployed, as long as no other enemy operatives are within 3", you may remove it from the battlefield and then deploy the new pieces of equipment more than 3" from enemy operatives. You must also follow any other placement rules for that equipment.


Strategic - Targeting Scramblers:
Whenever an enemy operative is shooting against, fighting against or retaliating against a friendly LONG VIGIL operative within 2" of it, your opponent cannot re-roll their attack dice results of 1.


Firefight - Adaptive Tactics:
Use this firefight ploy during a friendly LONG VIGIL operative's activation, before or after it performs an action. You may change the MISSION TACTIC you selected.


Firefight - Ever Vigilant:
Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.


Firefight - Atonement Through Honor:
Use this firefight ploy when a ready friendly LONG VIGIL operative is incapacitated, if it is not within control range of enemy operatives. Before it is removed from the killzone, it can immediately perform one free action. Unless otherwise specified, the operative would be injured for this.


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly LONG VIGIL operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.