By Robert Kaye and Michael Deaton
This codex is a stand-in for those players who want to use an Alienhunting army asap rather than wait for GW to release the official codex, so we've tried to avoid including any units that are unlikely to be included in the official codex when it is eventually released.
Special Rules: "By The Authority of The Immortal Emperor of Mankind..."
May take inducted imperial guard or allied space marine units in the army, but may not include deathwatch units if allied space marine units are taken. Same units and rules as codex daemonhunters/witch hunters.
HQ
HQ: 0-1 Ordo Xenos Inquisitor Lord
Same as codex daemonhunters/witch hunters
HQ: Deathwatch Kill-Team
uk.games-workshop.com/spacemarines/deathwatch/assets/deathwatch.pdf
Plasma guns now cost +10 points and flamers cost +6 points.
ELITES
Elites: Ordo Xenos Inquisitor
Same as codex daemonhunters/witch hunters
Elites: Deathwatch Veteran Squad 150 Points
Veteran Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+
Unit Composition: 5-10 Veteran Space Marines
Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Frag grenades, Melta-bombs, Bolter, Chainsword
Special Rules: And They Shall Know No Fear, True Grit, Deep Strike
Options:
• The squad may include up to 5 additional Space Marines for +30 points/model.
• Up to 2 Space Marines may replace their bolter with a heavy bolter with hellfire ammo and suspensors for +15 points, an M.40 bolter with Stalker ammo for +10 points, a plasma gun or meltagun for +10 points, or a flamer for +6 points.
• Any Veteran Space Marine not equipped with a special weapon may replace his chainsword with a power weapon for +15 points, a power fist or lightning claw for +25 points, or replace both bolter and chainsword with a pair of lightning claws.
• All marines armed with standard bolters may be given either metal storm ammo, inferno bolt ammo, or kraken bolt ammo for +5 points/model. The squad may not mix different types of special ammo.
Transport: Deathwatch Tactical Squads may select a Rhino, Razorback or Drop Pod as a dedicated transport vehicle.
Elites: 0-1 Officio Assassinorum Operative
Same as codex daemonhunters/witch hunters
Elites: Death-Cult Assassins
Same as codex daemonhunters/witch hunters
TROOPS
Troops: Deathwatch Tactical Squad 110 Points
Veteran Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+
Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 3+
Unit Composition: 1 Veteran Space Marine, 4-9 Space Marines
Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Frag grenades, Melta-bombs, Bolter, Chainsword
Special Rules: And They Shall Know No Fear, True Grit
Options:
• The squad may include up to 5 additional Space Marines for +20 points/model.
• Up to 2 Space Marines may replace their bolter with a heavy bolter with hellfire ammo and suspensors for +15 points, an M.40 bolter with Stalker ammo for +10 points, a plasma gun or meltagun for +10 points, or a flamer for +6 points.
• The Veteran Space Marine may replace his chainsword with a power weapon for +15 points, a power fist or lightning claw for +25 points, or replace both bolter and chainsword with a pair of lightning claws.
• All marines armed with standard bolters may be given either metal storm ammo, inferno bolt ammo, or kraken bolt ammo for +5 points/model. The squad may not mix different types of special ammo.
Transport: Deathwatch Tactical Squads may select a Rhino, Razorback or Drop Pod as a dedicated transport vehicle.
Troops: Inquisitorial Storm Troopers
Same as codex daemonhunters/witch hunters
FAST ATTACK
Fast Attack: Deathwatch Assault Squad 110 Points
110 Points
Veteran Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+
Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 3+
Unit Composition: 1 Veteran Space Marine, 4-9 Space Marines
Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Frag grenades, Melta-bombs, Bolter, Chainsword
Special Rules: And They Shall Know No Fear, True Grit, Deep Strike
Options:
• The squad may include up to 5 additional Space Marines for +20 points/model.
• Up to 2 Space Marines may replace their bolter with a heavy bolter with hellfire ammo and suspensors for +15 points, an M.40 bolter with Stalker ammo for +10 points, a plasma gun or meltagun for +10 points, or a flamer for +6 points.
• The Veteran Space Marine may replace his chainsword with a power weapon for +15 points, a power fist or lightning claw for +25 points, or replace both bolter and chainsword with a pair of lightning claws.
• All marines armed with standard bolters may be given either metal storm ammo, inferno bolt ammo, or kraken bolt ammo for +5 points/model. The squad may not mix different types of special ammo.
Transport: Deathwatch Tactical Squads may select a Rhino, Razorback or Drop Pod as a dedicated transport vehicle.
Fast Attack: Deathwatch Bike Squadron 130 Points
Veteran Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+
Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 3+
Unit Composition: 1 Veteran Space Marine, 2-4 Space Marines
Unit Type: Bike
Wargear: Power armour, Bolt pistol, Frag grenades, Melta-bombs, Twin-linked Bolters, Chainsword
Special Rules: And They Shall Know No Fear
Options:
• The squad may include up to 2 additional Space Marines for +40 points/model.
• Up to 2 Space Marines may be armed with a plasma gun or meltagun for +10 points, or a flamer for +6 points.
• The Veteran Space Marine may replace his chainsword with a power weapon for +15 points, or a power fist or lightning claw for +25 points.
• The twin-linked bolters may be given either metal storm ammo, inferno bolt ammo, or kraken bolt ammo for +5 points/model. The squad may not mix different types of special ammo.
HEAVY SUPPORT
Heavy Support: Deathwatch Devastator Squad 110 Points
Veteran Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+
Space Marine: WS 4 BS 4 S 4 T 4 W 1 I 4 A 1 Ld 8 Sv 3+
Unit Composition: 1 Veteran Space Marine, 4-9 Space Marines
Unit Type: Infantry
Wargear: Power armour, Bolt pistol, Frag grenades, Melta-bombs, Bolter, Chainsword
Special Rules: And They Shall Know No Fear, True Grit
Options:
• The squad may include up to 5 additional Space Marines for +20 points/model.
• Up to 4 Space Marines may replace their bolter with a heavy bolter with hellfire ammo and suspensors for +20 points, an M.40 bolter with Stalker ammo for +15 points, a a plasma gun or meltagun for +10 points, or a flamer for +6 points.
• The Veteran Space Marine may replace his chainsword with a power weapon for +15 points, a power fist or lightning claw for +25 points, or replace both bolter and chainsword with a pair of lightning claws.
• All marines armed with standard bolters may be given either metal storm ammo, inferno bolt ammo, or kraken bolt ammo for +5 points/model. The squad may not mix different types of special ammo.
Transport: Deathwatch Tactical Squads may select a Rhino, Razorback or Drop Pod as a dedicated transport vehicle.
Heavy Support: 0-1 Orbital Strike
Same as codex Daemonhunters/Witch Hunters
Heavy Support: Deathwatch Land Raider
Same as codex Space Marines
Costs 255 points and the twin-linked heavy bolter may choose to fire hellfire rounds.
Heavy Support: Deathwatch Land Raider Crusader
Same as codex Space Marines
Hurricane bolters may be fitted with either metal storm ammo, inferno bolt ammo, or kraken bolt ammo for +30 points.
Heavy Support: Deathwatch Dreadnought
Same as codex Space Marines
The storm bolter may be fitted with either metal storm ammo, inferno bolt ammo, or kraken bolt ammo for +10 points.
TRANSPORT
Dedicated Transport Vehicles: Drop Pod
Same as codex blood angels/dark angels
Dedicated Transport Vehicles: Chimera
Same as codex daemonhunters/witch hunters/imperial guard
Dedicated Transport Vehicles: Rhino
Same as codex blood angels/dark angels/daemonhunters/witch hunters
Dedicated Transport Vehicles: Razorback
Same as codex blood angels/dark angels
Dedicated Transport Vehicles: Land Raider
Same as codex blood angels/dark angels/daemonhunters/witch hunters
By Robert Kaye
HQ
HQ: Abaddon the Despoiler
Same as codex chaos space marines (p90)
Unique
HQ: Fabius Bile
Same as codex chaos space marines (p90)
Unique
HQ: Daemon Prince
Same as codex chaos space marines (p92) except that:
May not have a mark of chaos.
HQ: Chaos Lord
Same as codex chaos space marines (p92) except that:
May not have a mark of chaos.
May be given the Infiltrate ability for 5 points.
HQ: Chaos Sorcerer
Same as codex chaos space marines (p93) except that:
May not have a mark of chaos.
May be given the Infiltrate ability for 5 points.
ELITES
Elites: Chosen Chaos Marines
Same as codex chaos space marines (p94) except that:
May not have an icon other than the Icon of Chaos Glory.
Elites: Chaos Terminators
Same as codex chaos space marines (p94) except that:
May not have an icon other than the Icon of Chaos Glory.
Elites: Possessed Chaos Marines
Same as codex chaos space marines (p95) except that:
May not have an icon other than the Icon of Chaos Glory.
If no transport is taken the squad may be given the Infiltrate ability for +1 point/model.
Elites: Chaos Dreadnought
Same as codex chaos space marines (p95)
TROOPS
Troops: Chaos Space Marines
Same as codex chaos space marines (p96) except that:
May not have an icon other than the Icon of Chaos Glory.
If no transport is taken the squad may be given the Infiltrate ability for +1 point/model.
Troops: Traitors
Same as codex witch hunters (p41) except that:
Traitors cost 7 points/model.
May purchase a chaos icon at the following points cost: Chaos Glory: +5pts, Khorne: +20pts, Tzeentch: +25pts, Nurgle: +30pts, Slaanesh: +15pts.
The Agitator may be equipped with melta bombs for +5 points.
The Agitator may replace his/her lasgun with a laspistol for free, a bolt pistol for +1 point, a twin-linked bolter for +5 points or a combi-weapon or plasma pistol for +10 points.
The Agitator may be equipped with a close combat weapon for free or a power weapon for +10 points.
FAST ATTACK
Fast Attack: Chaos Bikers
Same as codex chaos space marines (p99) except that:
May not have an icon other than the Icon of Chaos Glory.
Fast Attack: Chaos Raptors
Same as codex chaos space marines (p99) except that:
May not have an icon other than the Icon of Chaos Glory.
The squad may be given the Infiltrate ability for +1 point/model.
Fast Attack: Chaos Spawn
Same as codex chaos space marines (p99)
HEAVY SUPPORT
Heavy Support: Chaos Havocs
Same as codex chaos space marines (p100) except that:
May not have an icon other than the Icon of Chaos Glory.
If no transport is taken the squad may be given the Infiltrate ability for +1 point/model.
Heavy Support: Obliterator Cult
Same as codex chaos space marines (p100)
Heavy Support: Chaos Predator
Same as codex chaos space marines (p100)
Heavy Support: Chaos Vindicator
Same as codex chaos space marines (p101)
Heavy Support: Chaos Defiler
Same as codex chaos space marines (p101)
Heavy Support: Chaos Land Raider
Same as codex chaos space marines (p101)
SUMMONED DAEMONS
0-1 Summoned Greater Daemon
Same as codex chaos space marines (p102)
Summoned Lesser Daemons
Same as codex chaos space marines (p102)
TRANSPORT
Dedicated Transport Vehicle: Chaos Rhino
Same as codex chaos space marines (p96)
By Robert Kaye
This codex is based off the original Necron list from the first Chapter Approved compilation, with updates to take into account the changes between 3rd and 5th ed., and to pad it out further in light of new units and modelling options. This army represents those necrons who are not enslaved to the c'tan, either because their original c'tan masters were destroyed when they started devouring one another or out of rebellion. Whatever the original cause, these apostate necrons see their race as enslaved and their primary goal is to free the rest of their race and to restore as much of their personality and free will as possible. While this may be impossible for other races, for ones such as the necrons it is still possible, and as a result of having nigh-indestructible bodies and millennia of experience all of the apostates have a great deal of battlefield experience as well as the ingenuity to create new types of body. There are accounts of some of them having a rather crude appearance, although it is unknown as to whether this is to more closely resemble their original appearance, to look less like their enslaved brethren, or a required alteration to further restore their minds and personalities. Although the apostate necrons oppose the c'tan with utmost hatred, this does not mean that they no longer hate the living, although they are not above postponing the execution of armies of the living in order to thwart the plans of the c'tan.
The shrivers can be made by adding another pair of arms to either a flayed one or a warrior (so that they have 4 arms). The nightmares can be made by adding a warrior's torso and legs to the hips of either a flayed one or warrior to create a centaur effect.
Special Rules:
Same as normal necrons.
Wargear:
Wraith Claw: Close combat weapon that counts as being at +2 Strength.
HQ
HQ: Necron Lord
Same as codex necrons (p16) except that:
Points cost is 110 Points.
May replace his staff of light with a pair of wraith claws for free.
Has the Preferred Enemy ability.
ELITES
Elites: Immortals
Same as codex necrons (p17) except that:
Points cost is 30 Points/model.
One Immortal may be upgraded to an Immortal Champion for +15 points.
The Immortal Champion has 2 Attacks.
The squad has the Tank Hunters ability.
Additional Options:
• The Immortal Champion may replace his gauss blaster with wraith claw & gauss flayer for +5 points, a pair of wraith claws or staff of light for +10 points, or a warscythe for +20 points.
• The Immortal Champion may take 1 item of wargear from the necron armoury for the same points cost.
• 2 Immortals may replace their gauss blaster with a gauss cannon for +5 Points or a heavy gauss cannon for +10 points.
Elites: Shrivers
Same as flayed ones from codex necrons (p17) except that:
Points cost is 24 Points/model.
They have 2 pairs of claws. The attacks bonus is included as part of their profile.
They have Initiative 5 and Attacks 3.
One Shriver may be upgraded to a Shriver Champion for +15 points.
The Shriver Champion has 4 Attacks.
The squad has the Preferred Enemy ability, which may be exchanged for the Relentless ability.
Additional Options:
• The Shriver Champion may replace his gauss blaster with a pair of wraith claws or staff of light for +15 points, or a warscythe for +25 points.
• Any number of shrivers may replace one of their pairs of claws with a gauss flayer (reducing their Attacks to 2) or replace both pairs of claws with gauss flayers and count as having a twin-linked gauss flayer (reducing their Attacks to 1).
TROOPS
Troops: Warriors
Same as codex necrons (p18) except that:
Points cost is 20 Points/model.
One Warrior may be upgraded to a Warrior Champion for +10 points.
The Warrior Champion has 2 Attacks.
The squad has the Relentless ability.
Additional Options:
• The Warrior Champion may be equipped with a wraith claw for +5 points, or a pair of wraith claws for +10 points, or a warscythe for +20 points.
Troops: Flayed Ones
Same as codex necrons (p17) except that:
Points cost is 20 Points/model.
One Flayed One may be upgraded to a Flayed Champion for +15 points.
The Shriver Champion has 3 Attacks.
The squad has the Preferred Enemy ability.
Additional Options:
• The Flayed Champion may replace his claws with a pair of wraith claws for +10 points or a warscythe for +20 points.
FAST ATTACK
Fast Attack: Wraiths
Same as codex necrons (p19) except that:
Points cost is 45 Points/model.
One Wraith may be upgraded to a Wraith Champion for +15 points.
The Wraith Champion has 4 Attacks.
The squad has the Preferred Enemy ability.
Options:
• The Wraith Champion may replace his claws with a warscythe for +25 points.
Fast Attack: Destroyers
Same as codex necrons (p19) except that:
Points cost is 55 Points/model.
One Destroyer may be upgraded to a Destroyer Champion for +10 points.
The Destroyer Champion has 2 Attacks.
The squad has the Tank Hunters ability.
Additional Options:
• The Destroyer Champion may replace his gauss cannon with a pair of wraith claws for free, or a warscythe for +10 points.
Fast Attack: Nightmares
Same as flayed ones from codex necrons (p19) except that:
Points cost is 23 Points/model.
Unit Type is Cavalry.
One Nightmare may be upgraded to a Nightmare Champion for +15 points.
The Nightmare Champion has 3 Attacks.
The Nightmares have Scout instead of Infiltrate.
The squad has the Preferred Enemy ability, which may be exchanged for the Relentless ability.
Additional Options:
• The Nightmare Champion may replace his claws with a pair of wraith claws or staff of light for +10 points, or a warscythe for +20 points.
• Any number of nightmares may replace their claws with a gauss flayer (reducing their Attacks to 1).
HEAVY SUPPORT
Heavy Support: Heavy Destroyers
Same as from codex necrons (p20) except that:
Points cost is 70 Points/model.
One Heavy Destroyer may be upgraded to a Heavy Destroyer Champion for +10 points.
The Shriver Champion has 2 Attacks.
The squad has the Tank Hunters ability.
Additional Options:
• The Heavy Destroyer Champion may replace his heavy gauss cannon with a pair of wraith claws or warscythe for free.
Heavy Support: Scarabs 6 Points/model
Scarab: WS 2 BS 0 S 3 T 3 W 1 I 2 A 1 Ld 10 Sv 5+
Unit Composition: 3-10 Scarabs
Unit Type: Infantry
Weapons: Teeth
Special Rules: Fearless, Deep Strike, Stealth, Self-Destruct
Self-Destruct: Instead of attacking, any number of scarabs may choose to self-destruct. If this option is taken the model counts as striking at Initiative 9, inflicting a Strength 4 hit that ignores armour saves. Against vehicles it inflicts a Strength 4 hit adding 2D6 when rolling for penetration. The exploding models are then removed.
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