Thursday, March 25, 2010

I made a Deathwatch Kill Team thingy...

haha...
ok I was bored the other night and I just got done reading that Heros of the Imperium about the Deathwatch Kill team...and you know what...I want some updated Kill Team guys...

Sooo...I used Notepad (lost my key to Microsoft Office so when I rebooted my comptuers I lost Word) and came up with a decent idea...updated the ammo...some weapons...some stat lines...including those Flash Grenades they used in the hallway...I thought that was cool...

Sooo...hopefully this will catch on somewhere...

Also going to try and test it out this saturday and see how broken it really is...haha

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Deathwatch Kill Team 0-1 Elites Choice

Unit WS BS S T W I A Ld Sv+
Commander -80pts 6 5 4 4 2 5 2 10 2+
Codicer -70pts 5 5 4 4 2 5 2 10 2+
Veteran -30pts 5 5 4 4 1 5 2 9 2+

Number/Squad:
The Deathwatch squad consists of one Space Marine Commander, one Space Marine Codicer and between 4 and 8 Deathwatch Space Marines. Both the Commander and Codicer are Independent Characters and may not leave the squad. If all other Deathwatch Space Marines are killed, they may act as Independet Characters as normal and may join up to two different squads.

Commanders Equipement:
Bolt Pistol, Bolter, Powersword, Krak, Flash and Frag Grenades, Melta Bombs, Artificer Armour, Iron Halo
Special Rules:
Deep Strike, Inflitrate, Independent Character, Furious Charge, Combat Tactics, Counter-Attack, Stubborn, And they shall know no fear

-Flash Grenades are used both Defensively and Offensively when the Deathwatch unit is charged or charges into combat, these Grenades are used with other ones, this makes it to where the other unit being charged or charing is reduced down 1 attack a piece to a minimum of 1. Thus a unit charging looses their chargin bonus and other units being charged are disoritened thus they are not able to fight like they normally would.

Codicers Equipement:
Bolt Pistol, Bolter, Forcesword, Krak, Flash and Frag Grenades, Melta Bombs, Artificer Armour, Psychic Hood
-The Psychic Hood is one issued by the Inquisition thus would follow the rules for the Deamonhunters
Psyhic Hood
Special Rules:
Deep Strike, Psyker, Inflitrate, Independent Character, Furious Charge, Combat Tactics, Counter-Attack, Stubborn, And they shall know no fear

Veterans Equipement:
Bolt Pistol, Bolter, Close Combat Weapon, Krak, Flash and Frag Grenades, Melta Bombs, Artificer Armour
Special Rules:
Deep Strike, Inflitrate, Furious Charge, Combat Tactics, Counter-Attack, Stubborn, And they shall know no fear, The High Ground for me

Options:
The Commander may Select items as if he were a Space Marine Captain, minus Terminator Armour, Jump Packs or Bikes
The Codicer may select items as if he were a Space Marine Librarian, minus Terminator Armour, Jump Packs or Bikes he may also choose any 2 Space Marine Librarian Powers, but as a Codicer may only use one per turn.

You may also buy Camo Cloaks for the entire squad for 15pts but as they are issued by the inquisition they confier a +2 cover save instead of just a normal +1.

Up to 2 Space Marine Veterans can be armed with a Special Weapon from the following list in place of their bolter:
-Heavy Bolter with Hellfire Rounds and Suspensors: 10pts
-Bolter with M.45 Targeter: 10pts
-Twin-Linked Meltagun: 10pts

Any Veteran not armed with a Special Weapon may be armed with from the following list, the new weapon replaced their Cloose Combat Weapon or Bolt Pistol where needed:
-Powerfist: 25pts
-Lightning Claw: 15pts
-Pair of LCs: 30pts
-Power Weapon: 10pts

Special Weapon Options:
Bolter with M.45 Targeter: A normal bolter equipped with a M.45 targeter with autosense link and Stalker silenced shells acts as a perfectly satisfactory sniper weapon. This weapon will also wound on a 3+ regardless of the target's Toughness.
Range:40" Strenght:X AP:2 Heavy 2, Sniper

Heavy Bolter with Hellfire Rounds and Suspensors: Potentially a very versatile weapon - if equipped with an additional susupensor unit that provides just enough stability to allow it to be fired on the move. The effective range is reduced but it gains the abuility to provide suppressive fire while advancing.
On the Move-
Range:18" Strenght:5 AP:4 Assault 3
Stationary-
Range:36" Strenght:5 AP:4 Heavy 3

All Marines Bolters can fire the Special Ammo type listed below. Only one type may be fired per turn.

Metal storm ammunition: A bolter loaded with Metal storm ammunition may be fired from the hip remarkable accuracy. The metal storm shells explode in prximity to the enemy, their fragmentation casing making pinpoint accuract unnecessary. The penetrative and destructive qualities of the round suffer as a consequence.
Range:18" Strenght:3 AP:- Assault: 2

Inferno Bolts: A bolter loaded with Inferno rounds can cause far more horrific wounds than a conventionally loaded bolter. This is achieved by filling the bolt with an oxyphoshor gel. Re-roll any failed rolls to wound as well as Penetration rolls (you must accept the second roll even if it is lower then the first)
Range:24" Strenght:5 AP:5 Rapid Fire

Quantom Bolts: A bolter loaded with a Kraken penetrator round is capable of piercing the toughest hide thanks to its adamantine core and improved propellant.
Range:30" Strenght:5 AP:3 Heavy 2

Hellfire Rounds: A bolter loaded with Hellfire rounds is also capable of posioning the most powerful creature. The Hellfire rounds are made to carry mutagenic acid into the enemys' blood stream. The acid is so powerful that even the most enormous creature is vulnerable. A Hellfire round wounds on a 2+ regardless of the target's Toughness.
Range:24" Strenght:X AP:4 Rapid Fire, Blast

Transport:
Mars Pattern Rhino- 50pts
BS Front Side Rear
Rhino 4 12 12 11

Wargear:
Storm bolter, Smoke Launchers, Searchlight, Extra Armour
Transport Capacity:
Ten Models
Special Rules:
Repair - The Mars Pattern Rhino can repair on a 4+ instead of a 6+

Mars Pattern Razorback- 65pts
BS Front Side Rear
Razorback 4 12 12 11
Wargear:
Storm bolter, Twin-Linked Assault Cannon, Smoke Launchers, Searchlights, Extra Armour
Transport Capacity:
Six Models
Special Rules:
Repair - The Mars Pattern Razorback can repair on a 5+ similar to the rhino

Special Rules:
Deep Strike: The Deathwatch have many ways of reaching a battlfield by surprise. Unless mounted in a vehicale they may always start the game in reserve and arrive by Deep Strike. Because of the ties with the Inquisition when this unit Deep Strikes is only scaters 1D6.

Furious Charge: As per rule book, each member of the unit has Furious Charge against only Xenos. (Chaos marines do not work but Chaos Deamons do, as well as Orks, Nids, Tau, Eldar, Dark Eldar, & Necrons.)

The High Ground for me: Any Veteran equipped with a Bolter and M.45 Targeter may leave the unit and move Independently from the rest of the unit for the remainder of the game. This unit cannot join any other units
for the duration of the game.

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