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===Armoury=== ====Ranged Weapons==== *'''Boltgun:''' The gun by which all others are judged by, though this time with some extra bling in the form of Special Ammunition: Essentially, you can choose to fire 1 of 4 types of special rounds instead of the basic 24" S4 AP5 Rapid Fire shot, but all models in a unit must fire the same type of ammo. **'''Dragonfire bolts:''' S4 AP5, Ignores Cover. Great for taking out cover-camping Orks, Guardians, Kroot, and in a stretch Nurgle Daemons due to the shrouded bonus. Also great for circumventing Tyranid Venomthropes, and denying Jink saves to Eldar/Dark Eldar/Harlequin paper boats. This round will also cripple a Tau player who needs his Pathfinders to stay alive. **'''Hellfire rounds:''' The most simple and universal of the special rounds, S1 AP5, Poisoned (2+). Go for it if a target is too tough to be wounded with Vengeance Rounds, or if your target is out in the open and has 5+ or 6+ armor since you'll score a lot more wounds. Said lots of wounds may be worth it against 2+ armored opponents as well. ***'''Hellfire shells:''' Heavy Bolters and Infernus Heavy Bolters get Hellfire Shells which are 24" S1 AP- Poisoned 2+ Heavy 1 blasts. **'''Kraken bolts:''' 30" range (15" on Pistols) with S4 AP4. Great for dealing with Dire Avengers, Tempestus Scions, Carapace Armor guard Veterans, Fire Warriors, and 'Eavy Armored Orks. **'''Vengeance rounds:''' 18" range (9" on Pistols) with S4 '''AP3''', but Gets Hot! just like Plasma guns. Ideal for disposing with Fire Dragons, Crisis Suits, and in fact is worth it against MEQ in general. (Note, with your mission tactic rerolls you can use this with only a 1/59 (1/108 with 2+ armor) chance of dying from a given shot. Spam them.) *'''Stalker pattern Boltgun:''' The special Deathwatch Boltguns. 5 points each. 30" SX AP5, Heavy 2, Sniper. You'll never use the base profile because Special Ammunition offers direct upgrades. Has its own special-issue ammunition profiles. **'''Dragonfire Bolt:''' SX AP5 Heavy 2 sniper, ignores cover, 30". Good for taking out Bikes of any kind due to circumventing toughness bonuses, the possibility to rend (ignoring armor) is there too, and this just straight up denies Skilled Rider shenanigans ([[Dark Angels|Ravenwing]] and [[White Scars]], we're looking at you). **'''Hellfire Round:''' SX AP5 Heavy 2 sniper, Poisoned (2+), 30". Probably the best type to use overall. Snipers wound on 4+ naturally, but Poisoned 2+ means you'll statistically score way more wounds since often a 50/50 shot is too risky. ***The Sniper special rule makes these a real threat for Riptides. Wounding on 2s rending in 6s means a five vet team can troll one into wasting its nova on the shield **'''Kraken Bolt:''' SX AP4 Heavy 2 sniper, 36". Another great choice. Straight upgrade from the basic ammo. **'''Vengeance Round:''' SX AP3 Heavy 2 sniper, gets hot, 24". Actually ideal for dealing with Wraithguard/Greater Daemons/Tyranid Monsters since they always wound on 4+, ignoring a Monstrous creature's high toughness and ignoring armor saves (The Riptide and the Tyrannofex have 2+ armor, but they're one of the very few MC that have one). *'''Deathwatch Shotgun:''' Special shotgun that fires different rounds, kind of like a Special Ammo shotgun but with different effects. **'''Cryptclearer Round:''' S4 AP- Assault 2 Shred, 16". For when the armour save simply isn't good enough to use Xenopurge Slugs on (or when Xenopurge wouldn't have an effect anyway). **'''Xenopurge slug:''' S4 AP4 Assault 2, 16". Feel like a shorter ranged Jacobus. **'''Wyrmsbreath shell:''' S3 AP6 Assault 1 Template. Note that gives Wall of Death so arm your guys with this and fire 5d3 overwatch hits. *'''Storm Bolter:''' While normally a direct upgrade to the bolter, it doesn't have Special Ammunition and so it isn't as useful as the default gear. Pass. *'''Combi-Weapon:''' The Deathwatch can benefit from the comb-weapons quite nicely, as they can still use Special Ammunition the regular gun remains useful while the Plasma, Melta, Flamer and Grav can all cover extra bases, such as buying Flamers so that you have extra Overwatch against enemies. *'''Heavy Bolter:''' Even the big bolters gain Special Ammunition (though just one shot), but you won't want to take it. On their own these are exactly the guns you expect them to be, and if all you want is killing GEQ's and Xenos then they won't disappoint. *'''Heavy Flamer:''' Much more effective at horde-crunching than the regular flamer, so much so that there's little reason to take the regular Flamer over this one. Overwatch "Wall of Death" with this can be VERY painful. Though it's listed as a "heavy weapon" wargear option, its rules are Assault 1 (''not'' Heavy) so you can move, flame, and charge, and with up to four models per squad grabbing them, you don't even have to worry about low distribution which is normally a problem for these guns. **'''Hellfire Shells:''' No. Unless you're fighting the dumbest player on the planet you should not be using these. They take a while to do if you have more than two of them in a squad, they cost too much for too little results, they are more likely to miss than your regular AP, the Deathwatch's enemies are either T3, or have a Toughness and Armour save high enough that other guns are better suited for dealing with them. Hellfire Shells suck. *'''Infernus Heavy Bolter:''' A Heavy Bolter on crack, so much so that it became an assault weapon with a Heavy Flamer attached to it. These would be really useful if they didn't cost so much, just being 5 points cheaper than the Frag Cannon. Most of the time their long-ranged role can be done just as well by the far cheaper Heavy Bolters, and their short-ranged role can be done better by a real Heavy Flamer. *'''Deathwatch Frag Cannon:''' A gun taken from old Furioso Dreadnoughts and upgraded. It can be a Strength 6 template weapon that fires twice and Rends, it can turn into an AP3 Assault Rending Autocannon, and it can turn into a 12" Assault 2 Lascannon. Responsible for a lot of bitching and for good reason, Frag Cannons are arguably the best gun in the Deathwatch's arsenal, and with a points cost that reflects this. *'''Grav Pistol:''' Safer than the Plasma Pistol, it can surprise some heavily armored foe when you're wounding them on threes or twos and dropping them to I1 thanks to Concussive. Feel free to take is so that your Heavy Thunder Hammer wielding Marine has an extra edge before charging in. Bonus points if you immobilize a Dreadnought about to charge you. *'''Inferno Pistol:''' The same Blood Angels and Sisters of Battle Pistol they know and love. S8 AP1 with a range just slightly longer than the average charge range. Also has the Melta rule, but at 3", you are more than likely to be caught in the blast, or get killed when the enemy pours out of the transport you popped. Still preferable over the Plasma Pistol. *'''Hand Flamers:''' GW has a rules making position for whoever takes these, as it's such a bad idea you'll fit right in. Hand Flamers cost 9 points more than Shotguns while delivering the same (if not worse) results. Don't even take them to get the +2 CCW bonus, just take a better fucking pistol. *'''Plasma Pistol:''' Ugh, why? There's better gear out there, while Inferno Pistols are shorter in range they hit much harder (being capable of Instant Death that the Plasma Pistol isn't) and Grav-pistols are equally as good against targets who are just as heavily armoured, possibly better thanks to Concussive weakening them for melee, and they cost the same too. If you really want plasma that bad, then just pay the full points and buy an actual plasma gun. *'''Flamer:''' The classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. Makes Overwatch painful and best of all, [[derp|it's cheaper than the weaker Hand Flamer.]] *'''Meltagun:''' For when vehicles just need to die. Deathwatch can do well with Melta's, they're one of the few units in the game where it's possible to arm everyone with them and they benefit greatly from Mission Tactics and Aquila Doctrine, which together almost give them full re-rolls with these guns. *'''Plasma gun:''' There we go. Far better than the pistol, and everyone in the squad can get them. It's debatable on whether or not they're better than the Grav-guns, as the plasma pistols can put out enough shots to make shooting at non-2+ saves worth it and they can shoot slightly further, but Grav-guns have the same cost and can put out more shots at a slightly closer range. At the end of the day it comes down to how much 2+ armour you think you'll be up against, and whether or not you'll be able to ID some T3 Xenos. *'''Grav-gun:''' Nigh-useless against Orks, Dark Eldar, or Guardsmen, but absolute hell against Grey Knights, other MEQ armies, and anything relying on armor saves to stay safe. In a pinch, it can be used as anti-tank too since it immobilizes vehicles on 6s, and given how many Deathwatch marines can have them you should be able to reliably roll at least one 6. *'''Frag/Krak Grenades:''' If you need to know what these do, then start playing vanilla Marines first before moving to the Deathwatch. ====Melee Weapons==== *'''Close Combat Weapon:''' A stat-less CCW. Everyone has one and you'll probably swap it out for something better. *'''Power Weapons:''' The same flavours of AP as always. The Deathwatch can really shine in melee, and since everyone can take them you might as well gear up with all sorts. Some axes to hack apart the odd 2+ save? Why not, mauls for S6 AP4? Go ahead, you'll insta-kill Genestealer Cults, swords for I4 AP3? No, go pay the same cost to get a Lightning Claw instead. *'''Power Fist:''' Situational at best. While the Deathwatch can find use with it, most big monsters/high Toughness enemies that would require it could probably have been better handled by one of your guns. *'''Thunder Hammer:''' Well if you're going to get into combat with a big monster, you might as well bring along a Power Fist that can de-buff it. The points increase is marginal at this point, so take the hammer and slap it onto a Blackshield. Do note that if you want to give a regular Marine a Thunder Hammer, then you should just get the Heavy Thunder Hammer instead. *'''Heavy Thunder Hammer:''' For when you want to go big or go home. It costs the same as a regular hammer and so costs more than the Marine carrying it, and since you shouldn't shell out the points for a second Specialist Weapon it also has no downsides while performing better. Able to ID T5 and occasionally ID everything, there's no reason not to take this if you want a Hammer. *'''Lightning Claw:''' A single Lightning Claw, and the Deathwatch don't get much use out of these. If you take a Power Axe instead you'll normally be hurting the Deathwatch's preferred targets on a 2+, which is already re-rollable thanks to Aquila Doctrine, but if all you want is a Power Sword, then you'll be pleased to know that a Lightning Claw outperforms it in every way while remaining cheaper. *'''Xenophase Blade:''' Literally jacking Necron Phase Swords in place of Power Swords. It's a Power Sword that forces all successful invulnerable saves to be re-rolled. Now that's big against those whose only save is an Invuln (like Harlequins and Chaos Daemons) as well as Necrons, Guard, and those whose HQ units at best have 3+ Armor that's ignored by the Xenophase blade and fall back on Invulns. Veteran Sergeants do well with these. ====Special Issue Wargear==== *'''Storm Shield:''' Gives you a 3+ Invulnerable save. A Storm Shield is a Veteran squad's best friend when you need to carry your cover with you to stop the ocean of AP3/2, or need protection in close combat. Otherwise, keep it simple and load up on more marines. *'''Auspex:''' For when fucking over Cover saves is more important than shooting, though its 12" range is quite limiting. If you still want it, feel free, it's not that bad for 5 points. *'''Combat Shield:''' 5 points gives you a 6++. If you have 5 points to spare, you could do worse than this. *'''Melta bombs:''' No. You're wasting your extra attacks and if you wanted that tank cracked open, you should have gotten meltas. *'''Teleport Homer:''' Well, if you're allying in somebody wearing Terminator armour, why not? Don't count on using it every game though, there'll be plenty of times where the Deathwatch's preferred target is far away from the Terminator's. *'''Digital Weapons:''' Not worth it. You've already got Aquila Doctrine, which should be good enough.
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