TEXT: Version 0.1 – Updated June 18, 2018 
   
  Unofficial Deathwatch: Tyrus Campaign Rules 
  These rules are in NO way endorsed by Games Workshop, and simply represent a fun way to 
  play Warhammer 40k with your miniatures. 
   
  Squad Building 
   
  Feel free to use whatever rules you want to build your Deathwatch squads with your own gaming groups. 
   
  For our Deathwatch Tyrus campaign I had Luka and Quirk each build a 6 man squad (well, 5 for Luka as 
  you will see), given the following options: 
   
  Limitations: 
   
  One Leader (either Watch Captain, Chaplain, or Librarian) 
   
  0-1 models with Fly 
   
  0-1 models with Terminator Armour 
   
  0-1 Psykers 
   
  All models have 5 Wounds, except for Leader who has 6 Wounds 
   
   
  Watch Captain (Leader Option only) – use Watch Captain Artemis profile, but with 6 Wounds 
  o 
  Can be given Terminator Armour (i.e. -1 M, 2+ Sv, 5+ Invulnerable, switches to 
  Terminator weapon options) 
   
  Deathwatch Librarian (Leader Option, or Regular Trooper) – use Space Marine Librarian, or 
  Space Marine Librarian with Terminator Armour 
   
  Deathwatch Chaplain (Leader Option only) – use Space Marine Chaplain, or Space Marine 
  Chaplain with Terminator Armour 
   
  Deathwatch Apothecary (Limit 1) – use Space Marine Apothecary 
  o 
  Update Narthecium to read “…regains D3 lost wounds OR removes D6 wound tokens…” 
   
  Deathwatch Terminator – use Deathwatch Terminator 
   
  Deathwatch Vanguard Veteran – use Deathwatch Vanguard Veteran 
   
  Deathwatch Veteran – use Deathwatch Veteran 
   
  Deathwatch Techmarine – use Space Marine Techmarine 
   
  Deathwatch Reiver (Limit 1) – use Space Marine Reiver 
   
  Deathwatch Aggressor (Limit 1) – use Space Marine Aggressor 
   
  Deathwatch Inceptor – use Space Marine Inceptor 
   
  Deathwatch Dreadnought (Limit 1) – use whatever Dreadnought profile you like 
  o 
  In Luka’s case it is a Dreadnought with a massive jet pack, so its move is 12” / 8” / 6” on 
  the damage chart, and gains Fly 
   
  Chapter Bonuses 
   
  Each squad member must choose an originating Chapter from the list below (they technically can be 
  successor chapters, but choose a Chapter to represent their style).  Each Chapter can only be chosen 
  once per squad (even if it is as a successor chapter). 
   
  When a model reaches Lvl 5 and Lvl 10 they get a Chapter-specific upgrade in addition to rolling on the 
  Upgrade Table.  If these benefits were already in place then roll again on the Upgrade Table instead. 
   
   
   
   
   
   
   
  
  Version 0.1 – Updated June 18, 2018 
   
   
  Chapter 
  Basic Bonus 
  Lvl 5 
  Lvl 10 
  Dark Angels 
  Fire Overwatch at BS 5+ 
  Full BS Overwatch 
  Reroll all failed To-hit and 
  To-wound rolls against 
  Characters. 
  White Scars 
  Can Fall Back and still Charge 
  +2” Advance 
  Can Advance and Charge 
  Space Wolves 
  +1 A and S when charged 
  +1 A when charging 
  Can Advance and Charge 
  Imperial Fists 
  Ignore Cover 
  Aura (6”): +1 to Armour 
  Saves when in cover. 
  +1 Armour Save (max 
  1+). 
  Blood Angels 
  +1 Attack when charging   
  Feel No Pain (6+) 
  +1 to Wound Rolls when 
  charging 
  Iron Hands 
  Feel No Pain (6+).  If an 
  Apothecary attempts to heal 
  this model, can reroll any of 
  the dice to determine how 
  much is healed. 
  Each time you roll a hit roll 
  of 6+ for this model in the 
  combat phase, make one 
  extra attack at the same 
  target using the same 
  weapon.  These attacks 
  can create more attacks. 
  +1 Toughness 
  Ultramarines 
  +1 Leadership; Can Fall Back 
  and Still Shoot 
  Aura (6”):  Re-roll hit rolls 
  of 1. 
  When CP are used regain 
  them on a 5+. 
  Salamanders 
  Re-roll a single failed hit roll 
  and a single failed wound roll 
  each time this model shoots or 
  fights.   
  +1 to wound rolls made 
  with any flamer type 
  weapon. 
  +1 Strength 
  Raven Guard 
  -1 to hit this model when more 
  than 12” away 
  Once per game can be 
  removed from the table 
  and set up anywhere 
  within LoS of a friendly 
  Deathwatch unit and more 
  than 6” away from any 
  enemy units. 
  Counts as being in cover 
  if more than 6” away from 
  firing model 
  Black Templar 
  Reroll Failed Charges 
  Can Deny the Witch.  
  Gains +1 to Deny the 
  Witch. 
  Can Heroic Intervention 
  up to 6”. 
  Crimson Fists 
  Ignore Cover 
  If there are at least 5 
  enemy models within 6” of 
  this model when he fights 
  in the Fight phase, add 1 
  to his Attacks.  If there are 
  at least 10, add D3. 
  +2 S, T, and A when at 1 
  Wound 
  None (Black Shield) 
  +1 WS, +1 Attack 
  Can Look Out Sir (2+) for 
  any Deathwatch within 6”.  
  When rolling saves for 
  successful Look Out Sirs 
  can reroll one failed save 
  per phase. 
  Can Heroic Intervention 
  up to 6”. 
   
   
   
  
  Version 0.1 – Updated June 18, 2018 
   
  Taking Damage 
   
  When a Deathwatch model is reduced to 0 
  wounds (after any FNP rolls have been made) 
  then roll on the following table (a natural roll of 1 
  is always treated as a 1, even with modifiers): 
   
  Modifiers: 
  Per Wound token:  +1 
  Model is Tough:  -1 
   
  Stunned:  -1 hit rolls until end of next turn 
  Knocked Down:  Pinned, even if can’t be (i.e. 
  must use Movement phase to stand up, and 
  can’t take any actions while down) 
   
  If a model receives more wounds than just the 
  one that brought it to 0 wounds, then roll a 
  number of d6s equal to how many wounds it 
  received and take the highest result. 
   
  Character Death Chart 
   
  *if model was Out of the fight and then healed, 
  still roll on this table, but with a -1. 
   
  Upgrading Squad Members 
   
  Experience Levels 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Gaining Experience                                                             
  Action 
  XP Gained 
  Unsaved Wound 1 XP 
  Heal Ally 
  1 XP per wound 
  Participate 
  2D6 XP 
   
  Upgrades 
  Note:  Models with Fly double Movement gains 
  2d6 
  Result 
  2 
  Choose result of 2d6, including choosing 
  result of any randomization 
  3-4 
  Roll on any Upgrade Tree that applies 
  5 
  Roll on any General Upgrade Tree 
  6 
  +1 Mv, A, S, or T (randomize), if can’t, then 
  7 
  7 
  +1 to any stat except Ld (randomize) – if 
  can’t, then 3 
  8 
  +1 W, BS, or WS  (randomize), if can’t, 
  then 7 
  9 
  Roll on any General Upgrade Tree 
  10-11 
  Roll on any Upgrade Tree that applies 
  12 
  Choose result of 2d6, including choosing 
  result of any randomization 
  d6 
  Effect 
  1 
  Model shakes off the damage. 
  2-3 
  Minor Wounds.  Add one Wound token to the 
  model. 
  4-5 
  Stunned.   Add two Wound tokens to the model. 
  6-7 
  Stunned and Knocked Down.   Add three 
  Wound tokens to the model. 
  8 
  Out of the fight.  Lay face down.  Cannot take 
  any actions unless healed.  Once healed model 
  is Knocked Down.  Add three wound tokens to 
  the model. 
  2d6 
  Effect 
  2-5 
  Unconscious, but ok.  Remove all wound tokens. 
  6 
  Minor wounds.  -1 to all hit rolls in the next game 
  7 
  Injured.  Start next game at -1 Wound that cannot 
  be healed.  (Wound will be restored after next 
  game) 
  8 
  Major wounds.  Permanent -1 BS or WS 
  (randomize) 
  9 
  Major wounds.  Permanent -1 Wound 
  10+ 
  Dead. 
  Level XP Required 
  1 
  0 
  2 
  10 
  3 
  25 
  4 
  45 
  5 
  70 
  6 
  100 
  7 
  135 
  8 
  175 
  9 
  220 
  10 
  270 
  
  Version 0.1 – Updated June 18, 2018 
   
  Each stat has a maximum it can attain, as 
  follows: 
   
  Mv 
  A 
  S 
  T 
  W 
  BS 
  WS 
  +2/+4* 
  +2 
  +2 
  +2 
  +2 
  1+ 
  1+ 
  *use second number for Jump, first for all others 
   
  General Upgrade Trees 
   
  Close Combat Upgrades 
  D6 
  Upgrade 
  1 
  +D3 attacks when outnumbered 
  2 
  +1 A when charged 
  3 
  +1 A when charging 
  4 
  Ignores -1 to hit on heavy melee weapons 
  5 
  +1 S when charging 
  6 
  When charging causes a mortal wound on 
  4+ against one enemy unit within 1”. 
   
  Speed Upgrades 
  D6 
  Upgrade 
  1 
  Can Fall Back and Shoot 
  2 
  Reroll Advance Roll 
  3 
  Can stand up from Knocked Down and 
  still move (but not Advance) 
  4 
  +1 Advance and Charge 
  5 
  Can Advance and fire Assault weapons 
  with no penalty 
  6 
  Reroll failed Charge rolls 
   
  Shooting Upgrades 
  D6 
  Upgrade 
  1 
  Can Move and fire Heavy weapons with 
  no penalty.  Can Advance and fire Heavy 
  weapons with a -1 hit roll. 
  2 
  Can target Characters even if they aren’t 
  the closest 
  3 
  Reroll failed wound rolls against Monsters 
  and Vehicles 
  4 
  Ignore Cover 
  5 
  Can Overwatch at 5+ (or 4+ if Dark Angel) 
  6 
  Can shoot twice if doesn’t move (including 
  Pistols in close combat) 
   
  Toughness Upgrades 
  D6 
  Upgrade 
  1 
  Cannot be Stunned 
  2 
  Feel No Pain (6+), or +1 to an existing 
  FNP 
  3 
  At beginning of each friendly turn either 
  regain 1 lost wound or remove 2 wound 
  tokens 
  4 
  +1 T (this does not count towards normal 
  maximum) 
  5 
  Tough 
  6 
  Choose any from this list 
   
  Specialized Upgrade Trees 
   
  Librarian Table 
  D6 
  Upgrade 
  1 
  Can manifest one additional psychic 
  power 
  2 
  +1 Deny the Witch 
  3 
  Learn a new psychic power 
  4 
  +1 to Psychic Tests 
  5 
  Deny the Witch extended to 36” 
  6 
  Choose any from this list 
   
  Chaplain Table 
  D6 
  Upgrade 
  1 
  All Aura abilities extended to 12” 
  2 
  Aura (6”): Reroll failed wound rolls in the 
  Fight Phase. 
  3 
  Aura (6”):  +1 Advance and Charge 
  4 
  Aura (6”):  +1 A 
  5 
  Aura (6”):  Can Advance and Charge 
  6 
  Choose any from this list 
   
  Apothecary Table 
  D6 
  Upgrade 
  1 
  Narthecium range increased to 6”. 
  2 
  +1 wounds regained 
  3 
  +2 wound tokens removed when revived 
  4 
  Can use Narthecium twice per turn (but 
  not the same model) 
  5 
  Close Combat attacks always wound on 
  2+ unless targeting vehicles 
  6 
  Choose any from this list 
   
  Terminator Table 
  D3 
  Upgrade 
  1 
  Can’t be Knocked Down 
  2 
  Can teleport 3d6” instead of moving.  Can 
  still charge. 
  3 
  +1 Invulnerable Save 
   
  Vanguard / Inceptor Table 
  D3 
  Upgrade 
  1 
  In Fight Phase, hit rolls of 5+ generate 
  new attacks.  These do NOT generate 
  more attacks. 
  2 
  +3” to Advance 
  3 
  All enemy units within 1” of model after a 
  successful charge suffer 1 mortal wound 
  on a 4+ (roll each unit separately). 
   
   
  
  Version 0.1 – Updated June 18, 2018 
   
  Techmarine Table 
  D3 
  Upgrade 
  1 
  Each time the team generates a 
  random item, you may generate one 
  additional item on Deathwatch Item 
  Generator and discard one result. 
  2 
  Master smith.  May upgrade one 
  weapon in squad to master-crafted 
  between each game.  A Master-crafted 
  weapon gains +1 AP OR re-rolls hit 
  rolls of 1 (choose one when it becomes 
  master-crafted). 
  3 
  Armour Artificer.  All models in 
  Techmarine’s Kill Team can reroll one 
  failed Armour or Invulnerable Save per 
  phase. 
   
  Leader Table 
  D3 
  Upgrade 
  1 
  Models that can trace LoS to the 
  Leader benefit from any Aura abilities. 
  2 
  Aura (6”):  Re-roll failed hit rolls. 
  3 
  Unstoppable:  -1 on Injury and 
  Character Death table (stacks with 
  Tough). 
   
  Aggressor Table 
  D3 
  Upgrade 
  1 
  Fire Storm works even if model moves, 
  but not if it Advances. 
  2 
  All Assault weapons count as Pistol 
  weapons when this model is within 1” 
  of an enemy model. 
  3 
  Gauntlets have Damage of 3 instead of 
  D3. 
   
  Reiver Table 
  D3 
  Upgrade 
  1 
  Extreme Terror:  Terror Troops rule is 
  6” and subtracts 2 from Leadership. 
  2 
  Can throw two grenades per Shooting 
  phase (or Overwatch). 
  3 
  Double the range of any grenades 
  used by this model. 
   
  Dreadnought Table 
  *if explodes then +2 on Death chart 
  D3 
  Upgrade 
  1 
  Vented Lift Off.  Before Falling Back 
  roll a die for each model within 1”.  On 
  a 4+ inflict a mortal wound on that 
  model’s unit. 
  2 
  Crushing Charge.  After charging 
  choose one enemy unit within 1” and 
  roll a d6.  On a 2+ inflict 1 mortal 
  wound.  On a 4+ inflict d3 mortal 
  wounds.  On a 6+ inflict 3 mortal 
  wounds.  -1 to this roll against 
  Monsters and Vehicles. 
  3 
  Structurally sound.  The Damage 
  charge changes to 4-10+, 2-3, and 1 
  for determining the effects of damage. 
   
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/3) Narrative Games/MWG Narrative Games/Deathwatch/40k 8e - Deathwatch Tyrus Rules.pdf