MACROMUNDA
Allegiance
Space Marines Deathwatch
Codex / Gang Tactics
Codex · Space Marines

Gang Tactics36

RollTacticTiming
11Mission Tactics. Play at the start of any round. Re-declare your prey, naming a new enemy type or keyword; for the rest of the battle your Veterans hunt the new target instead — the Watch adapting mid-hunt as a graver threat reveals itself.Start of round
12Hunt The Prey. Play at the start of a round. Until the end of the round, your fighters may re-roll a failed Hit and a failed Wound against the declared prey, the whole team bending its fire onto the named alien.Start of round
13The Right Round. Play at any time, before one of your fighters shoots a special-issue weapon. Change the round it has loaded to any other in the Ordo Xenos catalogue for that attack — the right answer chambered the instant the target shows itself.Any time
14Strike From The Shadows. Play at the start of the battle. Up to three of your fighters that began in hidden or reserve deployment arrive this round instead of waiting, striking before the enemy has set.Start of battle
15Teleportarium Strike. Play at the start of a round. One fighter in teleport reserve arrives at once, deep-striking more than 6" from any enemy and able to charge the activation it lands.Start of round
16The Long Vigil. Play in the post-battle sequence, after a battle in which you took a declared-prey fighter Out of Action. Gain a bonus point of reputation toward the requisition armoury. One more name struck from the rolls. One more mark on the long vigil.Post-battle
21Kraken Round. Play at the start of a round. One Veteran loads a Kraken round; until the round ends its special-issue weapon strikes at +1 Strength and improved AP -2, tearing through armour.Start of round
22Hellfire Round. Play at the start of a round. One Veteran loads a Hellfire round; until the round ends its special-issue weapon auto-wounds on a 2 or better regardless of the target's Toughness — the round that kills a monster.Start of round
23Dragonfire Round. Play at the start of a round. One Veteran loads a Dragonfire round; until the round ends its special-issue weapon ignores cover entirely, burning the prey out of whatever it hides behind.Start of round
24Vengeance Round. Play at the start of a round. One Veteran loads a Vengeance round; until the round ends its special-issue weapon gains Rending, biting deep into an elite target.Start of round
25Metalstorm Salvo. Play at the start of a round. One Veteran loads a Metalstorm round; until the round ends its special-issue weapon fires as a Blast, scything down a massed enemy.Start of round
26Declared Prey. Play at the start of a round. Until it ends, your fighters add a further +1 to Wound against the declared prey, the hunt narrowed to a single name.Start of round
31Suffer Not The Alien. Play when one of your fighters activates within reach of the declared prey. It may make one bonus melee or ranged attack against that prey this activation — the Watch's hatred given one more blow.During activation
32Bring It Down. Play at the start of a round. Until it ends, your fighters add +1 Damage to attacks against a single enemy Brute or large model — the team concentrating on bringing the monster down.Start of round
33Silent Approach. Play when one of your fighters activates. It may move this activation without being targeted by Overwatch or reaction fire, closing on the prey unseen.During activation
34Watch Fortress Discipline. Play at any time. One of your fighters may immediately re-roll a failed Nerve, Cool or Willpower test — the discipline drilled into every Watch veteran holding firm.Any time
35Gene Sires Legacy. Play when one of your fighters activates. Drawing on the martial gifts of its parent Chapter, it may re-roll a single failed Hit and a single failed save this activation.During activation
36Cold Precision. Play when one of your fighters makes a ranged attack. Add +1 to the Hit roll and re-roll the Ammo roll if it fails — a veteran's shot placed with cold, exact care.During activation
41The Perfect Shot. Play when one of your fighters shoots the declared prey. That attack hits automatically and its Wound rolls may be re-rolled — the single perfect shot the whole hunt was set up to take.During activation
42No Escape. Play at the start of a round. Until it ends, enemy fighters within 6" of one of your fighters may not Retreat or move away from it — the prey cut off from its escape.Start of round
43Ambush Sprung. Play at the start of a round after your fighters arrive from hidden or reserve deployment. Those fighters add +1 to Hit with all attacks this round. The trap is shut before the enemy thinks to look for it.Start of round
44Mixed Chapter Mastery. Play at the start of the battle. Nominate one Veteran; for this battle it may use a single skill of your choice from one of its Secondary sets, the mixed Chapters of the Watch each lending their craft.Start of battle
45Black Shields Wrath. Play at the start of a round while your Black Shield is on the field. Until the round ends it gains +1 Attack and re-rolls failed Wounds against any enemy — the wildcard's private fury unleashed.Start of round
46Purge Protocol. Play at the start of a round. Until it ends, your fighters add +1 to Wound against any enemy sharing the declared prey's keyword, not merely the named model — no alien of that kind is spared.Start of round
51Overwatch Doctrine. Play when an enemy moves within line of sight of one of your ready fighters. That fighter may immediately make a free ranged attack against it. The Watch fires as one. Every lane covered, every angle already ranged.Reaction
52Reload For The Hunt. Play at any time. One of your fighters immediately makes a free Reload action, clearing a spent special-issue weapon back into the fight.Any time
53Terminator Resolve. Play when one of your Terminator-armoured Veterans activates. It ignores the effects of Flesh Wounds and cannot be moved by Knockback this activation — the anvil that will not be shifted.During activation
54Xenophase Guard. Play at the start of a round while a fighter carrying the Xenophase field is engaged. Until the round ends its field save improves to 4+ against xenos weapons — the ward flaring bright as the alien closes.Start of round
55Beacon Set. Play at the start of a round. Place a teleport-homer point anywhere within 3" of one of your fighters; for the rest of the battle, friendly fighters arriving from teleport reserve within 6" of it do not scatter and may charge.Start of round
56Prey Marked. Play at the start of a round. Nominate one enemy fighter of the declared prey's kind; until the round ends every friendly fighter re-rolls failed Hits against it — the mark called on a single alien.Start of round
61One Clean Strike. Play when one of your fighters declares a charge against the declared prey. It adds +1 to Hit and +1 Attack for that combat — the whole hunt distilled into one clean strike.During activation
62The Vigil Endures. Play in the post-battle sequence. One Veteran taken Out of Action this battle recovers without rolling for a Lasting Injury — the Watch keeps its few, and the vigil endures.Post-battle
63Hunters Patience. Play when one of your fighters that did not move this round makes a ranged attack. Add +1 to Hit and +1 to Wound. He held. He waited. The shot was already sure before he took it.During activation
64Coordinated Kill. Play at the start of a round. Nominate two of your fighters; until the round ends, when one of them hits the declared prey the other re-rolls its own Hits against that prey — the team killing as one.Start of round
65Requisition Granted. Play at the start of the battle. Every Veteran in your Kill Team may swap its special-issue round for any in the Ordo Xenos catalogue — the requisition granted in full for this hunt.Start of battle
66The Watch Never Fails. Play at any time. Re-roll any single dice your gang has just rolled — the Watch's cold refusal to let the hunt fail.Any time