DEATHWATCH CASSIUS

DEATHWATCH CASSIUS

Common Abilities and Options

Veteran Astartes:
During each friendly DEATHWATCH operative’s activation, it can perform either two Shoot actions or two Fight actions.

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. Ortan Cassius
Ortan Cassius
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Special Issue Bolt Pistol (Rng 8", Prc1)
4
3+
3/4
Crozius arcanum (Shock, Stun, Lethal 5+)
5
3+
4/5
Abilities
Heroic LeaderIron HaloTerrorVeteran Astartes

Heroic Leader: Once per turning point, you can use a firefight ploy for 0CP if this is the specified DEATHWATCH 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.

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

Terror: Whenever an enemy operative is within 3" of friendly CHAPLAIN operatives, your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.

Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of friendly CHAPLAIN operatives. Note this is not a change to the APL stat, so any changes are cumulative with this.

DEATHWATCH, IMPERIUM, ADEPTUS ASTARTES, LEADER, WATCH SERGEANT, CHAPLAIN
2. Vael Donatus (Ultramarines)
Vael Donatus (Ultramarines)
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit 1)
4
3+
3/5
Mobile (Piercing Crits 1)
4
3+
3/4
Fists
4
3+
3/4
Abilities
OpticsSpecial Issue AmmunitionVeteran Astartes

Optics: Until the start of this operative's next activation,

Enemy operatives cannot be obscured to this operative Ranged weapons gain Saturate

Special Issue Ammunition: Once per turning point, when Vael Donatus 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

DEATHWATCH, IMPERIUM, ADEPTUS ASTARTES
3. Garran Branatar (Salamanders)
Garran Branatar (Salamanders)
A 3
M 5"
S 3+
W 21/21
Weapons
ATK
HIT
DMG
Heavy Flamer (Rng 8", Sat, Tor 2")
5
2+
4/4
Inferno Pistol (Rng 4", Dev3, Prc2)
4
3+
5/3
Power Fist (Brutal,Shock)
4
4+
4/6
Abilities
Crux TerminatusVeteran Astartes1AP: Teleporter Transponder

Crux Terminatus: Whenever an operative is shooting a friendly Garran Branatar operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

Teleporter Transponder (1AP): Once per battle, you can remove this operative from the killzone. At the end of the next Firefight Phase, set it up anywhere within 12" of its last position, not within 2" of enemy operatives, and wholly within the killzone. While removed, it is inactive but continues to control any objectives it was securing.

DEATHWATCH, IMPERIUM, ADEPTUS ASTARTES, TERMINATOR
4. Edryc Setorax (Raven Guard)
Edryc Setorax (Raven Guard)
A 3
M 7"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Relic Lightning Claws (Ceaseless, Lethal 5+, Rending)
5
3+
4/6
Abilities
Boost ActionsJump PackVeteran AstartesClandestine Headtaker

Boost Actions: Some actions are known as BOOST actions. These are actions performed during other actions when a BOOST is used. Each operative cannot perform more than one BOOST action per activation/counteraction.

Most BOOST actions affect enemy operatives within a friendly operative’s BOOST ZONE. This is the horizontal area between a friendly operative’s current location and the location from which it used BOOST. A marker the same size as the operative’s base can be temporarily placed to help determine this. Enemy operatives with any part of their base underneath Vantage terrain are not within friendly operatives’ BOOST ZONEs.

Jump Pack: Whenever a friendly Edryc Setorax operative is performing the Charge, Fall Back or Reposition action during its activation, at the start of any straight-line increment, as long as no part of its base is underneath Vantage terrain, it can do a BOOST for that increment. If it does, don’t move it for that increment. Instead, remove it from the killzone and set it back up wholly within x" horizontally of its original location. X is a distance of your choice (rounded up to the nearest inch, as per the Reposition action), but it’s added to the total move distance used for that action (in other words, move plus BOOST cannot exceed the action’s move allowance). If it would BOOST during the Charge action, don’t add the additional 2" to its move allowance.

That operative must be set up in a location it can be placed and cannot be set up with any part of its base underneath Vantage terrain. In addition, unless it’s the Charge action, it cannot be set up within control range of an enemy operative. It can continue moving after a BOOST if it has any move distance remaining and the action allows it.

In a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, the x" cannot be measured over or through Wall terrain, and that operative cannot be set up on the other side of an access point – in other words, it cannot BOOST through an open hatchway.

Clandestine Headtaker: This operative can perform the Charge action while it has a Conceal order. Whenever this operative is fighting against an operative it wasn’t visible to at the start of the activation/counteraction, the first time you strike during that sequence, you can immediately resolve another of your successes as a strike (before your opponent).

DEATHWATCH, IMPERIUM, ADEPTUS ASTARTES
5. Ennox Sorrlock (Iron Hands)
Ennox Sorrlock (Iron Hands)
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Combi-Melta
Melta (Rng 6", Dev4, Prc2)
4
3+
6/3
Bolter
4
3+
3/4
Bionic limb
4
3+
4/5
Abilities
BionicsVeteran AstartesAdvanced Omni-Scrambler

Bionics: Normal Dmg of 3 or more inflicts 1 less damage on this operative.

Advanced Omni-Scrambler: STRATEGIC GAMBIT. Select one enemy operative visible to or within 6" of this operative, then roll one D6. In the following Firefight phase, that enemy operative cannot be activated or perform actions until one of the following is true:

Your opponent has activated a number of enemy operatives equal to the result of the D6. It’s the last enemy operative to be activated.

DEATHWATCH, IMPERIUM, ADEPTUS ASTARTES

Equipment

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.
Combat Blades

Friendly SCOUT SQUAD operatives have the following melee weapon. Note that some operatives already have this weapon but with better stats; in that instance, use the better version.

|Name|ATK|HIT|DMG| |Combat Blade|3|3+|4/5|

Purity Seals

Once per turning point, when a friendly DEATHWATCH 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.

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.

Ploys

Tyrannic War Veterans
Firefight Ploy

Use 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.

Advanced Auspex Scan
Firefight Ploy

Use 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 Ploy

Use 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.

Auspicator Tracking
Firefight Ploy

Use this firefight ploy when a friendly DEATHWATCH operative is counteracting, before it performs any actions. You can change its order.

And They Shall Know No Fear
Strategy Ploy

You can ignore any changes to the stats of friendly DEATHWATCH operatives from being injured.

YOU WON'T NEED THIS ANY MORE!
Strategy Ploy

Use this firefight ploy when an enemy operative that has the "IMPERIUM" or "CHAOS" keyword is incapacitated while within control range of a friendly DEATHWATCH operative, you can add 1 Explosive Grenade or 1 Utility Grenade to your equipment that your opponent has selected during the Select Operatives phase.

UNWORTHY TO DIE FOR!
Strategy Ploy

Use this firefight ploy when a ready friendly DEATHWATCH operative is fighting or retaliating against an enemy operative with 8 or less wounds. If that friendly operative is to be incapacatitated during that sequence, discard any remaining successes and it immediately performs a Fallback action. Subtract 2 from that friendly operative's APL stat until the end of its next activation.

Indomitus
Strategy Ploy

Whenever an operative is shooting a friendly DEATHWATCH operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.