The Watch has come to take one thing and leave. It declares its prey, sets up unseen, and bets the fight on a single concentrated strike; the defender must weather the ambush and outlast a narrow all-veteran team that has no cheap bodies to spend.
ATTACKER AND DEFENDER The Deathwatch are the attacker, a hidden-insertion strike force. The opposing gang is the defender, holding the objective the Watch has come to eliminate.
BATTLEFIELD A dense board with the defender's priority target set near its centre.
CREWS Both players use their full gangs.
DEPLOYMENT The defender deploys normally across the board and names one fighter or objective as the Watch's prey. The Deathwatch set up entirely in hidden or reserve deployment and arrive from round one by Infiltrate or teleportarium, more than 6" from any enemy.
THE DECLARED PREY Against the declared prey, every Deathwatch Veteran adds +1 to Wound and re-rolls a failed Hit — the whole team turned onto the named target.
ENDING THE BATTLE The battle ends when the prey is eliminated and the surviving Watch withdraws, or at the close of round four.
VICTORY The Deathwatch win if the declared prey is eliminated by the end of round four and at least half the Kill Team withdraws off its own board edge. The defender wins if the prey survives round four, or if the Watch kills it but loses more than half its veterans doing so.
REWARDS A clean Deathwatch win grants bonus reputation and a Control-Track step; a Veteran that personally took the prey Out of Action gains 1 bonus experience toward the requisition armoury. A defender that held the prey alive gains bonus reputation for weathering the ambush.
TACTICS The Watch must strike in one concentrated blow and get out; the defender must screen the prey and make the hunt too costly for a team that cannot replace its dead.