MACROMUNDA
Allegiance
Space Marines Deathwatch
Codex / Composition
Codex · Space Marines

Composition4

Identity2

The Deathwatch are the Imperium's xenos-killing specialists — a small, all-veteran Kill Team seconded to the Ordo Xenos from a dozen different Chapters and turned against the alien wherever it threatens. There are no recruits here and no cheap bodies; every marine is a proven veteran, and the whole force is built around a single idea: the right round for the right alien.

At the start of a battle the Watch names its prey — one enemy kind — and hunts it with special-issue ammunition matched to the kill, striking from hidden deployment or the teleportarium, applying prepared death, and being gone before the enemy can answer. The anti-xeno armoury is the heart of the force rather than a footnote: Kraken for armour, Hellfire for the monster, Dragonfire to burn out cover, and the rarer rounds beyond.

Where the Imperial Fists grind out a wall and the Black Templars swear a crusade, the Watch keeps a colder discipline. It is a strike force of transhuman hunters fighting the alien across the galaxy — surgical, patient, and brief.

The Adeptus Astartes fight as the few, the dear, and the superhuman. A Chapter commits no horde to the field but a small strike force of transhuman warriors, each the equal of a squad of mortal soldiers. Their endurance is written into the flesh — the wide chest, the fused ribcage, the doubled hearts — so that a battle-brother weathers wounds that would fell any lesser fighter and never breaks under fire. Where other warhosts drown a foe in numbers, a Chapter answers with discipline: a gang-wide doctrine, declared afresh each round, that shifts the whole force from massed fire to swift advance to the closing charge as the battle demands. Every Chapter shares this spine — the transhuman body, the unbending nerve, the shifting doctrine — and expresses its own character through which end of that discipline it leans into and the relics its heroes carry. They are a strike force of demigods waging war across the galaxy, and each brother lost is a grievous loss to the Chapter.

Gang Composition2

Credits1500
Leaders1
Champions2
Build Rules
  • Starting credits: 1500
  • Exactly 1 Leader (Captain / named Chapter Master)
  • 0-2 Champions (Lieutenant); 0-1 each specialist (Librarian / Chaplain / Apothecary / Techmarine)
  • Marines are the bulk; Scouts cheap and plentiful; backbone (Marines + Scouts) >= Leaders + Champions
  • 0-X Cavalry (0 for foot-only chapters) - 0-1(-2) Centurion - 0-1 Brute
  • Champion / specialist / Brute slots unlock with Reputation
  • Combat Doctrines is declared as a stance each round; it is never stored or carried between rounds

A Chapter strike force musters on 1500 credits. It is led by a single commanding officer — a Captain, or a named Chapter Master fielded on that body — and no gang may field more than one. Beneath the Leader stand up to two Champions of Lieutenant rank, and one apiece of the specialist brethren: Librarian, Chaplain, Apothecary and Techmarine, as the Chapter's needs demand. The bulk of the force is its battle-brother Marines, stiffened by cheap and plentiful Scout neophytes; together these gangers and juves must always at least match the officers set above them in number. A Chapter may also field its mounted brethren, a lone Centurion in his warsuit, and a single interred Brute. Further Champion, specialist and Brute slots open as the Chapter's Reputation grows. The gang's Combat Doctrines stance is declared anew each round and never carried between them.

Credits1500
Leaders1
Champions2
Build Rules
  • Starting credits: 1500 (converter-wide default)
  • Every Veteran fights to the gang's declared Combat Doctrine and draws freely from the Ordo Xenos special-issue ammunition catalogue - the requisition access is part of the standard Kill-Team kit
  • Exactly 1 Leader (Watch Captain); 0-2 Champions (Black Shield / Watch Apothecary / Watch Librarian / Watch Techmarine); Veteran-Bike Cavalry 0-2; Centurion 0-1; 0-1 Brute (Watch Dreadnought / Redemptor)
  • Backbone: Veterans >= Leader + Champions (the Watch is its veterans, not its command)
  • No Juve/recruit tier - the Watch seconds only proven veterans; there is no Scout, no Neophyte, no cheap body (a written absence, not a hole)
  • Slot growth: Black Shield, specialist and Terminator-Veteran slots unlock with Reputation
  • Declare the prey: at battle start name one enemy type/keyword as the Kill Team's prey; the whole team hunts it (see Signature). Every Veteran has free access to the special-issue ammunition catalogue - the requisition armoury is the heart of how the Kill Team fights

A Deathwatch Kill Team is built from 1500 credits. The controlling player fields exactly one Leader — the Watch Captain — and up to two Champions, drawn from the Black Shield and the seconded specialists: the Watch Apothecary, Librarian and Techmarine. Veterans form the body of the team and must always at least equal the count of Leader and Champions, for the Watch is its veterans, not its command.

There is no recruit tier. The Watch seconds only proven veterans — no Scout, no Neophyte, no cheap body — a deliberate, written absence rather than a gap. Beyond the foot veterans a player may field zero to two Veteran-Bike riders, a single Centurion, and one Brute, either a Watch Dreadnought or a Redemptor. Black Shield, specialist and Terminator-Veteran slots open as the team's Reputation grows.

At the start of every battle the Kill Team declares its prey — one enemy type or keyword the whole team will hunt. Every Veteran draws freely from the special-issue ammunition catalogue, the requisition armoury that is the heart of how this force fights.