Watch Captain Artemis

(Unit)
Type: model
Category: Command
Categories: Command
LinkId: 8062-dbbb-e9fc-72c8
Hidden: false
Costs: 145 pts

Constraints:

max: 1
Options (3)
Rules (4)
Fearless
Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Feel No Pain
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state that 'no saves of any kind are allowed', for example those inflicted by Perils of the Warp).

Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.

Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved  Wound is discounted - treat it as having been saved.

If a unit has the Feel No Pain special rule with a number in brackets afterwards -Feel No Pain (6+), for example - then the number in brackets is the D6 result needed to discount the Wound.
Independent Character
Independent characters can join other units.  They cannot, however, join units that contain vehicles or Monstrous Creatures.  They can join other Independent Characters, though, to form a powerful multi-character unit!  Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim.
Mission Tactics
The Mission Tactics special rule represents the unique way in which the Deathwatch go to war.  At the start of your first turn, pick one of the Mission Tactics.  It will remain active for the entire battle unless you decide to change it as described below.  As long as the Tactic is active, it affects all units in your army that have the Mission Tactics special rule.                                           
                                                                                                                                                             
Once during the battle, at the start of any turn after the first, you can choose to change the current Mission Tactic to another one.

Profiles:

Weapon RangeStrengthAP
Frag Grenades

8"

3

-

Assault 1, Blast, Don't suffer Initiative penalty for charging through difficult terrain

Krak Grenades

8" (thrown) / - (Melee)

6

4

Assault 1 (Thrown) / Only on Vehicles, gun emplacements or Monstrous Creatures (Melee)

Wargear Item
Iron Halo:

An iron halo confers a 4+ invulnerable save.

Unit Unit TypeWSBSSTWIALdSave
Watch Captain Artemis

Infantry (Character)

6

5

4

4

3

5

3

10

3+

Used By (4)