Raptors - The Claw
Common Abilities and Options
Special Issue Ammunition:
Once per turning point, when a friendly DEATHWATCH operative is performing the Shoot action, in the Select Weapon step, you can use this rule. If you do, select one of the following weapon rules for that operative’s ranged weapons to have until the end of the action.
This rule cannot be used with explosive grenades (see universal equipment) or melta bombs.
- Blast 1" (you cannot select this if the weapon profile being used has the Torrent weapon rule)
- Devastating 1
- Lethal 5+
- Piercing Crits 1
- Saturate
- Severe
Veteran Astartes:
During each friendly DEATHWATCH operative’s activation, it can perform either two Shoot actions or two Fight actions.
If it’s two Shoot actions and an auxiliary grenade launcher, frag cannon, heavy plasma incinerator, infernus heavy bolter, plasma pistol or stalker bolt rifle is selected for both, or if a melta bomb is selected for either, 1 additional AP must be spent for the second action.
Each friendly DEATHWATCH operative can counteract regardless of its order. Whenever it does, it can perform an additional 1AP action for free during that counteraction, but both actions must be different and you cannot perform a Fight and Shoot action during the same counteraction.
Operatives
1. Trajak
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Power Weapon (Lethal 5+) | 5 | 3+ | 4/6 |
Abilities
Adaptable ArmouryStrategic CommandSpecial Issue AmmunitionVeteran Astartes2. Boamiel
A 3
M 6"
S 2+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Power Maul & Storm Shield (Shock, *Shield) | 5 | 3+ | 4/6 |
Abilities
*ShieldSpecial Issue AmmunitionStorm ShieldVeteran Astartes3. Haa’kist
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Special Issue Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Xenophase Blade | |||
| Duel (Brutal, Lethal 5+) | 5 | 3+ | 4/6 |
| Phase Sweep (Brutal, Lethal 5+, *Phase Sweep) | 4 | 3+ | 4/6 |
Abilities
Adaptive Swordsmanship*Phase SweepSpecial Issue AmmunitionVeteran Astartes4. Kardonos
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Frag Cannon | |||
| Shell (Prc1) | 4 | 3+ | 5/7 |
| Shrapnel (Tor 2") | 5 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Special Issue AmmunitionVeteran Astartes5. Auvar
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auxiliary Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Hellstorm Bolt Rifle (Tor 1") | 4 | 3+ | 4/5 |
| Melta Bomb (Rng 3", Dev3, Hvy(Repos), Lim1, Prc2) | 4 | 3+ | 5/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Special Issue AmmunitionVeteran Astartes6. Telater
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Heavy Thunder Hammer (Shock, Stun) | 5 | 4+ | 6/7 |
Abilities
Aggressive ForceBrutal AssaultSpecial Issue AmmunitionVeteran Astartes7. Tsu'Los
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Marksman Bolt Carbine (Lethal 5+) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Advanced Omni-ScramblerAuspex TriangulationSpecial Issue AmmunitionVeteran Astartes8. Zhogrin
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Plasma Incinerator | |||
| Standard (Prc1) | 5 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 5 | 3+ | 5/6 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Special Issue AmmunitionVeteran Astartes9. Variel
A 3
M 7"
S 3+
W 13
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Special Issue Bolt Pistol (Rng 8", Prc1) | 4 | 3+ | 3/4 |
| Combat Knives | 5 | 3+ | 4/5 |
Abilities
Clandestine HeadtakerGrav-chute and Grapnel LauncherSpecial Issue AmmunitionVeteran Astartes10. Issogistus
A 3
M 5"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8") | 4 | 3+ | 3/4 |
| Infernus Heavy Bolter | |||
| Flame (Rng 8", Sat, Tor2") | 5 | 2+ | 3/3 |
| Focused Bolt (PrcCrit1) | 5 | 3+ | 4/5 |
| Sweeping Bolt (PrcCrit1, Tor1") | 4 | 3+ | 4/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Special Issue AmmunitionVeteran Astartes11. Xerovon
A 3
M 6"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stalker Bolt Rifle | |||
| Mobile | 4 | 3+ | 3/4 |
| Heavy (Hvy(Dash), Lethal 5+, PrcCrit 1) | 4 | 2+ | 3/5 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Special Issue AmmunitionVeteran AstartesVigilant MarksmanEquipment
Digital Weapons
Once per turning point, when a friendly DEATHWATCH operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1 damage on the enemy operative in that sequence.
Scrutavore Servo-Thrall
Once per turning point, during a friendly DEATHWATCH operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP. Having an enemy operative within its control range doesn’t prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.
Sanctus-V Bioscryer Cuffs
Once during each friendly DEATHWATCH operative’s activation, before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, select one of the following:
- That friendly operative regains up to D3 lost wounds.
- Remove any changes to that friendly operative’s APL stat.
- Remove one of the following tokens that friendly operative has (before that token’s activation effects are resolved, if relevant): Neutron Fragment, Poison, Terrorchem.
Ammunition Reserve
Once per battle, you can use the Special Issue Ammunition faction rule for up to two Shoot actions during one turning point, but you must select different weapon rules for both uses. This takes precedence over the normal Special Issue Ammunition rules.
Ploys
Mission Tactics
Strategy PloySelect Conceal or Engage. Whenever a friendly DEATHWATCH operative is shooting against or fighting against an enemy operative that has that order, that friendly operative’s weapons have the Balanced weapon rule.
The Long Vigil
Strategy PloyWhenever an operative is shooting a friendly DEATHWATCH operative that’s wholly within your territory, you can re-roll one of your defence dice.
The Shield That Slays
Strategy PloyWhenever a friendly DEATHWATCH operative is wholly within your opponent’s territory, Normal Dmg of 4 or more inflicts 1 less damage on it.
And They Shall Know No Fear
Strategy PloyYou can ignore any changes to the stats of friendly DEATHWATCH operatives from being injured (including their weapons’ stats).
Suffer Not The Alien
Firefight PloyUse this firefight ploy after rolling your attack dice for a friendly DEATHWATCH operative, if it’s shooting against or fighting against an operative that doesn’t have the CHAOS or IMPERIUM keyword. You can re-roll any of your attack dice.
Auspicator Tracking
Firefight PloyUse this firefight ploy when a friendly DEATHWATCH operative is counteracting, before it performs any actions. You can change its order.
Advanced Auspex Scan
Firefight PloyUse this firefight ploy when a friendly DEATHWATCH operative performs the Shoot action. Until the end of the activation/counteraction, its ranged weapons have the Saturate weapon rule and enemy operatives cannot be obscured.
Transhuman Physiology
Firefight PloyUse this firefight ploy when an operative is shooting a friendly DEATHWATCH operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.