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    {
      "bestiaryName": "Battle Servitor (Erioch-Pattern)",
      "book": "Deathwatch Core Rulebook",
      "page": "376",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
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          "bs": 10,
          "s": 50,
          "t": 50,
          "ag": 15,
          "int": 10,
          "per": 20,
          "wp": 30,
          "fel": 10
        },
        "movement": "3/6/9/18",
        "wounds": 20,
        "toughness": null,
        "armour": {
          "all": 7
        },
        "weapons": "Heavy Bolter / Power Fist",
        "chosenOffset": -2,
        "toughnessBonus": 5,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 15,
        "s": 14,
        "t": 78,
        "ag": 33,
        "int": 60,
        "per": 53,
        "wp": 45,
        "fel": 45
      },
      "wounds": 20,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and"
    },
    {
      "bestiaryName": "Chaos Heretic",
      "book": "Deathwatch Core Rulebook",
      "page": "361",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 35,
          "bs": 35,
          "s": 35,
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          "ag": 30,
          "int": 20,
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          "fel": 20
        },
        "movement": "3/6/9/18",
        "wounds": 10,
        "toughness": null,
        "armour": {
          "all": 4
        },
        "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)",
        "chosenOffset": 1,
        "toughnessBonus": 3,
        "statSource": "pdf",
        "needsReview": false
      },
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      "profile": {
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        "per": 30,
        "wp": 40,
        "fel": 20
      },
      "wounds": 10,
      "movement": "3/6/9/18",
      "toughness": null,
      "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent"
    },
    {
      "bestiaryName": "Chaos Space Marine",
      "book": "Deathwatch Core Rulebook",
      "page": "363",
      "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json",
      "stats": {
        "profile": {
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          "s": 65,
          "t": 45,
          "ag": 40,
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          "per": 40,
          "wp": 43,
          "fel": 17
        },
        "movement": "4/8/12/24",
        "wounds": 29,
        "toughness": null,
        "armour": {
          "head": 8,
          "arm": 8,
          "body": 10,
          "leg": 8
        },
        "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword",
        "chosenOffset": 0,
        "toughnessBonus": 4,
        "statSource": "pdf",
        "needsReview": false
      },
      "profile": {
        "ws": 14,
        "bs": 8,
        "s": 50,
        "t": 50,
        "ag": 65,
        "int": 45,
        "per": 40,
        "wp": 35,
        "fel": 40
      },
      "wounds": 29,
      "movement": "5/10/15/30",
      "toughness": null,
      "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th"
    },
    {
      "bestiaryName": "Chapter Serf",
      "book": "Deathwatch Core Rulebook",
      "page": "374",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 30,
          "bs": 30,
          "s": 35,
          "t": 35,
          "ag": 30,
          "int": 35,
          "per": 30,
          "wp": 35,
          "fel": 35
        },
        "movement": "4/8/12/24",
        "wounds": 12,
        "toughness": null,
        "armour": {
          "all": 2
        },
        "weapons": "Laspistol / Combat Knife",
        "chosenOffset": 0,
        "toughnessBonus": 3,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 15,
        "s": 14,
        "t": 78,
        "ag": 33,
        "int": 60,
        "per": 53,
        "wp": 45,
        "fel": 45
      },
      "wounds": 12,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and"
    },
    {
      "bestiaryName": "Civilian",
      "book": "Deathwatch Core Rulebook",
      "page": "374",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 20,
          "bs": 20,
          "s": 25,
          "t": 25,
          "ag": 30,
          "int": 30,
          "per": 30,
          "wp": 25,
          "fel": 30
        },
        "movement": "4/8/12/24",
        "wounds": 6,
        "toughness": null,
        "armour": {
          "all": 0
        },
        "weapons": "Improvised",
        "chosenOffset": 0,
        "toughnessBonus": 2,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 15,
        "s": 14,
        "t": 78,
        "ag": 33,
        "int": 60,
        "per": 53,
        "wp": 45,
        "fel": 45
      },
      "wounds": 6,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and"
    },
    {
      "bestiaryName": "Daemon Prince",
      "book": "Mark of the Xenos",
      "page": "362",
      "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json",
      "stats": {
        "profile": {
          "ws": 65,
          "bs": 40,
          "s": 70,
          "t": 70,
          "ag": 50,
          "int": 45,
          "per": 45,
          "wp": 60,
          "fel": 40
        },
        "movement": "6/12/18/36",
        "wounds": 80,
        "toughness": null,
        "armour": {
          "all": 8
        },
        "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)",
        "chosenOffset": 1,
        "toughnessBonus": 14,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 12,
        "s": 75,
        "t": 60,
        "ag": 66,
        "int": 45,
        "per": 48,
        "wp": 48,
        "fel": 48
      },
      "wounds": 80,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most"
    },
    {
      "bestiaryName": "Gun Drone",
      "book": "Deathwatch Core Rulebook",
      "page": "368",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 20,
          "bs": 25,
          "s": 20,
          "t": 40,
          "ag": 40,
          "int": 15,
          "per": 25,
          "wp": 20,
          "fel": 10
        },
        "movement": "-",
        "wounds": 15,
        "toughness": null,
        "armour": {
          "all": 0
        },
        "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)",
        "chosenOffset": -2,
        "toughnessBonus": 4,
        "statSource": "pdf",
        "needsReview": false
      },
      "_generatedPlaceholder": [
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      ],
      "profile": {
        "ws": 35,
        "bs": 25,
        "s": 30,
        "t": 30,
        "ag": 30,
        "int": 20,
        "per": 30,
        "wp": 40,
        "fel": 20
      },
      "wounds": 15,
      "movement": "3/6/9/18",
      "toughness": null,
      "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent"
    },
    {
      "bestiaryName": "Hive Tyrant",
      "book": "Deathwatch Core Rulebook",
      "page": "371",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 78,
          "bs": 33,
          "s": 60,
          "t": 53,
          "ag": 45,
          "int": 45,
          "per": 49,
          "wp": 70,
          "fel": 10
        },
        "movement": "7/14/21/42",
        "wounds": 120,
        "toughness": null,
        "armour": {
          "all": 10
        },
        "weapons": "Scything Talons (1d10+22 R; Pen 3)",
        "chosenOffset": -2,
        "toughnessBonus": 15,
        "statSource": "pdf",
        "needsReview": false
      },
      "profile": {
        "ws": 18,
        "bs": 12,
        "s": 75,
        "t": 60,
        "ag": 66,
        "int": 45,
        "per": 48,
        "wp": 48,
        "fel": 48
      },
      "wounds": 120,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most"
    },
    {
      "bestiaryName": "Hormagaunt",
      "book": "Deathwatch Core Rulebook",
      "page": "372",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 45,
          "bs": 20,
          "s": 35,
          "t": 30,
          "ag": 55,
          "int": 10,
          "per": 40,
          "wp": 30,
          "fel": 5
        },
        "movement": "9/18/27/54",
        "wounds": 9,
        "toughness": null,
        "armour": {
          "all": 3
        },
        "weapons": "Scything Talons (1d10+5 R; Pen 0)",
        "chosenOffset": -1,
        "toughnessBonus": 3,
        "statSource": "pdf",
        "needsReview": false
      },
      "profile": {
        "ws": 10,
        "bs": 10,
        "s": 35,
        "t": 55,
        "ag": 50,
        "int": 57,
        "per": 45,
        "wp": 40,
        "fel": 55
      },
      "wounds": 9,
      "movement": "12/24/36/72",
      "toughness": null,
      "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle"
    },
    {
      "bestiaryName": "Imperial Agent",
      "book": "Deathwatch Core Rulebook",
      "page": "374",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 35,
          "bs": 35,
          "s": 35,
          "t": 35,
          "ag": 40,
          "int": 40,
          "per": 40,
          "wp": 40,
          "fel": 40
        },
        "movement": "4/8/12/24",
        "wounds": 12,
        "toughness": null,
        "armour": {
          "all": 4
        },
        "weapons": "Stub Automatic / Sword",
        "chosenOffset": 0,
        "toughnessBonus": 3,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 15,
        "s": 14,
        "t": 78,
        "ag": 33,
        "int": 60,
        "per": 53,
        "wp": 45,
        "fel": 45
      },
      "wounds": 12,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and"
    },
    {
      "bestiaryName": "Imperial Guard Field Officer",
      "book": "Deathwatch Core Rulebook",
      "page": "375",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 35,
          "bs": 35,
          "s": 35,
          "t": 40,
          "ag": 35,
          "int": 40,
          "per": 40,
          "wp": 40,
          "fel": 45
        },
        "movement": "3/6/9/18",
        "wounds": 12,
        "toughness": null,
        "armour": {
          "all": 5
        },
        "weapons": "Bolt Pistol / Power Sword",
        "chosenOffset": -1,
        "toughnessBonus": 4,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 15,
        "s": 14,
        "t": 78,
        "ag": 33,
        "int": 60,
        "per": 53,
        "wp": 45,
        "fel": 45
      },
      "wounds": 12,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and"
    },
    {
      "bestiaryName": "Imperial Guard Senior Officer",
      "book": "Deathwatch Core Rulebook",
      "page": "375",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 38,
          "bs": 38,
          "s": 38,
          "t": 42,
          "ag": 38,
          "int": 42,
          "per": 42,
          "wp": 42,
          "fel": 48
        },
        "movement": "3/6/9/18",
        "wounds": 16,
        "toughness": null,
        "armour": {
          "all": 5
        },
        "weapons": "Bolt Pistol / Power Sword",
        "chosenOffset": -1,
        "toughnessBonus": 4,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 15,
        "s": 14,
        "t": 78,
        "ag": 33,
        "int": 60,
        "per": 53,
        "wp": 45,
        "fel": 45
      },
      "wounds": 16,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and"
    },
    {
      "bestiaryName": "Imperial Guardsman",
      "book": "Deathwatch Core Rulebook",
      "page": "360",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 35,
          "bs": 35,
          "s": 30,
          "t": 30,
          "ag": 30,
          "int": 30,
          "per": 30,
          "wp": 30,
          "fel": 30
        },
        "movement": "3/6/9/18",
        "wounds": 11,
        "toughness": 30,
        "armour": {
          "all": 4
        },
        "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)",
        "chosenOffset": 0,
        "toughnessBonus": 3,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 35,
        "bs": 35,
        "s": 30,
        "t": 30,
        "ag": 30,
        "int": 30,
        "per": 30,
        "wp": 30,
        "fel": 25
      },
      "wounds": 11,
      "movement": "3/6/9/18",
      "toughness": 30,
      "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)",
      "psychicPowers": "None",
      "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.",
      "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.",
      "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.",
      "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard",
      "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.",
      "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes."
    },
    {
      "bestiaryName": "Monotask Servitor (Erioch-Pattern)",
      "book": "Deathwatch Core Rulebook",
      "page": "376",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 20,
          "bs": 10,
          "s": 45,
          "t": 45,
          "ag": 15,
          "int": 10,
          "per": 20,
          "wp": 30,
          "fel": 10
        },
        "movement": "3/6/9/18",
        "wounds": 15,
        "toughness": null,
        "armour": {
          "all": 5
        },
        "weapons": "Servo-tools",
        "chosenOffset": -2,
        "toughnessBonus": 4,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 15,
        "s": 14,
        "t": 78,
        "ag": 33,
        "int": 60,
        "per": 53,
        "wp": 45,
        "fel": 45
      },
      "wounds": 15,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and"
    },
    {
      "bestiaryName": "Renegade Militia",
      "book": "Deathwatch Core Rulebook",
      "page": "360",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 30,
          "bs": 30,
          "s": 30,
          "t": 30,
          "ag": 30,
          "int": 25,
          "per": 30,
          "wp": 30,
          "fel": 25
        },
        "movement": "3/6/9/18",
        "wounds": 9,
        "toughness": null,
        "armour": {
          "all": 4
        },
        "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)",
        "chosenOffset": 1,
        "toughnessBonus": 3,
        "statSource": "canon",
        "needsReview": true
      },
      "_generatedPlaceholder": [
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      ],
      "profile": {
        "ws": 35,
        "bs": 25,
        "s": 30,
        "t": 30,
        "ag": 30,
        "int": 20,
        "per": 30,
        "wp": 40,
        "fel": 20
      },
      "wounds": 9,
      "movement": "3/6/9/18",
      "toughness": null,
      "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent"
    },
    {
      "bestiaryName": "Servo-Skull",
      "book": "Deathwatch Core Rulebook",
      "page": "376",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 1,
          "bs": 15,
          "s": 5,
          "t": 10,
          "ag": 40,
          "int": 20,
          "per": 45,
          "wp": 20,
          "fel": 10
        },
        "movement": "4/8/12/24",
        "wounds": 3,
        "toughness": null,
        "armour": {
          "all": 2
        },
        "weapons": "None (recon drone)",
        "chosenOffset": -2,
        "toughnessBonus": 1,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 18,
        "bs": 15,
        "s": 14,
        "t": 78,
        "ag": 33,
        "int": 60,
        "per": 53,
        "wp": 45,
        "fel": 45
      },
      "wounds": 3,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and"
    },
    {
      "bestiaryName": "Tau Commander",
      "book": "Mark of the Xenos",
      "page": "365",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 41,
          "bs": 57,
          "s": 50,
          "t": 57,
          "ag": 48,
          "int": 45,
          "per": 45,
          "wp": 50,
          "fel": 50
        },
        "movement": "12/24/36/72",
        "wounds": 90,
        "toughness": null,
        "armour": {
          "all": 9
        },
        "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)",
        "chosenOffset": 0,
        "toughnessBonus": 5,
        "statSource": "pdf",
        "needsReview": false
      },
      "_generatedPlaceholder": [
        {
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          "reason": "initial placeholder stats"
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      ],
      "profile": {
        "ws": 35,
        "bs": 25,
        "s": 30,
        "t": 30,
        "ag": 30,
        "int": 20,
        "per": 30,
        "wp": 40,
        "fel": 20
      },
      "wounds": 90,
      "movement": "3/6/9/18",
      "toughness": null,
      "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent"
    },
    {
      "bestiaryName": "Tau Fire Warrior",
      "book": "Deathwatch Core Rulebook",
      "page": "369",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 25,
          "bs": 35,
          "s": 30,
          "t": 30,
          "ag": 25,
          "int": 30,
          "per": 20,
          "wp": 30,
          "fel": 30
        },
        "movement": "3/6/9/18",
        "wounds": 12,
        "toughness": null,
        "armour": {
          "all": 6
        },
        "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)",
        "chosenOffset": 2,
        "toughnessBonus": 3,
        "statSource": "pdf",
        "needsReview": false
      },
      "profile": {
        "ws": 10,
        "bs": 10,
        "s": 35,
        "t": 55,
        "ag": 50,
        "int": 57,
        "per": 45,
        "wp": 40,
        "fel": 55
      },
      "wounds": 12,
      "movement": "12/24/36/72",
      "toughness": null,
      "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle"
    },
    {
      "bestiaryName": "Tau Stealth Suit",
      "book": "Deathwatch Core Rulebook",
      "page": "368",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 30,
          "bs": 42,
          "s": 42,
          "t": 47,
          "ag": 38,
          "int": 30,
          "per": 40,
          "wp": 40,
          "fel": 40
        },
        "movement": "4/8/12/28",
        "wounds": 30,
        "toughness": null,
        "armour": {
          "head": 8,
          "body": 8,
          "arm": 7,
          "leg": 7
        },
        "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)",
        "chosenOffset": -1,
        "toughnessBonus": 4,
        "statSource": "pdf",
        "needsReview": false
      },
      "_generatedPlaceholder": [
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      ],
      "profile": {
        "ws": 35,
        "bs": 25,
        "s": 30,
        "t": 30,
        "ag": 30,
        "int": 20,
        "per": 30,
        "wp": 40,
        "fel": 20
      },
      "wounds": 30,
      "movement": "3/6/9/18",
      "toughness": null,
      "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent"
    },
    {
      "bestiaryName": "Termagant",
      "book": "Deathwatch Core Rulebook",
      "page": "372",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 30,
          "bs": 30,
          "s": 30,
          "t": 30,
          "ag": 30,
          "int": 14,
          "per": 30,
          "wp": 30,
          "fel": 5
        },
        "movement": "3/6/9/18",
        "wounds": 8,
        "toughness": null,
        "armour": {
          "all": 3
        },
        "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)",
        "chosenOffset": -1,
        "toughnessBonus": 3,
        "statSource": "canon",
        "needsReview": true
      },
      "profile": {
        "ws": 10,
        "bs": 10,
        "s": 35,
        "t": 55,
        "ag": 50,
        "int": 57,
        "per": 45,
        "wp": 40,
        "fel": 55
      },
      "wounds": 8,
      "movement": "12/24/36/72",
      "toughness": null,
      "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle"
    },
    {
      "bestiaryName": "Tyranid Warrior",
      "book": "Deathwatch Core Rulebook",
      "page": "370",
      "pdf": "Deathwatch - Core Rulebook.pdf",
      "stats": {
        "profile": {
          "ws": 55,
          "bs": 30,
          "s": 60,
          "t": 50,
          "ag": 44,
          "int": 20,
          "per": 35,
          "wp": 50,
          "fel": 10
        },
        "movement": "6/12/18/36",
        "wounds": 48,
        "toughness": null,
        "armour": {
          "all": 8
        },
        "weapons": "Scything Talons (1d10+14 R; Pen 3)",
        "chosenOffset": -2,
        "toughnessBonus": 10,
        "statSource": "pdf",
        "needsReview": false
      },
      "profile": {
        "ws": 14,
        "bs": 8,
        "s": 50,
        "t": 50,
        "ag": 65,
        "int": 45,
        "per": 40,
        "wp": 35,
        "fel": 40
      },
      "wounds": 48,
      "movement": "5/10/15/30",
      "toughness": null,
      "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th"
    },
    {
      "name": "Alexei Drahj",
      "source": "Deathwatch - The Emperor Protects.pdf",
      "page": 88,
      "pdfPage": 89,
      "stats": {
        "profile": {
          "ws": 10,
          "bs": 12,
          "s": 80,
          "t": 55,
          "ag": 50,
          "int": 58,
          "per": 65,
          "wp": 47,
          "fel": 52,
          "modifiers": [
            0
          ]
        },
        "movement": "4/8/12/24",
        "wounds": 38,
        "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more",
        "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)",
        "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares",
        "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si",
        "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)",
        "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans",
        "toughnessBonus": 5,
        "statSource": "structural",
        "needsReview": true
      },
      "profile": {
        "ws": 10,
        "bs": 12,
        "s": 8,
        "t": 55,
        "ag": 50,
        "int": 58,
        "per": 65,
        "wp": 47,
        "fel": 52,
        "modifiers": [
          0
        ]
      },
      "wounds": 38,
      "movement": "4/8/12/24",
      "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si"
    },
    {
      "name": "Brother-Sergeant Agamorr",
      "type": "Space Marine Sergeant",
      "chapter": "Deathwatch",
      "faction": "Imperium",
      "threat": "Elite",
      "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats",
      "source": "Deathwatch: The Emperor Protects",
      "stats": {
        "ag": 35,
        "armor": 8,
        "bs": 50,
        "fel": 35,
        "int": 35,
        "per": 40,
        "s": 40,
        "t": 40,
        "wounds": 80,
        "wp": 40,
        "ws": 50,
        "profile": {
          "ws": 50,
          "bs": 50,
          "s": 40,
          "t": 40,
          "ag": 35,
          "int": 35,
          "per": 40,
          "wp": 40,
          "fel": 35,
          "modifiers": null
        },
        "movement": "7/14/21/42",
        "toughness": null,
        "armour": "8",
        "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades",
        "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades",
        "chosenOffset": null,
        "toughnessBonus": 4,
        "statSource": "structural",
        "needsReview": true
      },
      "equipment": [
        "Astartes Bolter",
        "Chainsword",
        "Power Armor",
        "Frag Grenades"
      ],
      "abilities": [
        "Tactical Expertise",
        "And They Shall Know No Fear",
        "Bolter Mastery"
      ],
      "apiId": 1,
      "bestiaryName": "Brother-Sergeant Agamorr",
      "book": "Deathwatch: The Emperor Protects",
      "page": null,
      "pdf": "Deathwatch__The_Emperor_Protects.pdf",
      "updatedAt": "2025-08-16T21:13:28.798Z",
      "profile": {
        "ws": 50,
        "bs": 50,
        "s": 40,
        "t": 40,
        "ag": 35,
        "int": 35,
        "per": 40,
        "wp": 40,
        "fel": 35,
        "modifiers": null
      },
      "wounds": 80,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "8"
    },
    {
      "name": "Ork Nob Skarjaw",
      "type": "Ork Nob",
      "faction": "Orks",
      "threat": "Elite",
      "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns",
      "source": "Deathwatch: The Emperor Protects",
      "stats": {
        "ag": 30,
        "armor": 6,
        "bs": 30,
        "fel": 25,
        "int": 25,
        "per": 30,
        "s": 45,
        "t": 45,
        "wounds": 80,
        "wp": 35,
        "ws": 45,
        "profile": {
          "ws": 45,
          "bs": 30,
          "s": 45,
          "t": 45,
          "ag": 30,
          "int": 25,
          "per": 30,
          "wp": 35,
          "fel": 25,
          "modifiers": null
        },
        "movement": "7/14/21/42",
        "toughness": null,
        "armour": "6",
        "weapons": "Stikkbombs",
        "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs",
        "chosenOffset": null,
        "toughnessBonus": 4,
        "statSource": "structural",
        "needsReview": true
      },
      "equipment": [
        "Big Choppa",
        "Slugga",
        "Eavy Armor",
        "Stikkbombs"
      ],
      "abilities": [
        "Mob Rule",
        "Furious Charge",
        "'Ere We Go!"
      ],
      "apiId": 2,
      "bestiaryName": "Ork Nob Skarjaw",
      "book": "Deathwatch: The Emperor Protects",
      "page": null,
      "pdf": "Deathwatch__The_Emperor_Protects.pdf",
      "updatedAt": "2025-08-16T21:13:28.799Z",
      "profile": {
        "ws": 45,
        "bs": 30,
        "s": 45,
        "t": 45,
        "ag": 30,
        "int": 25,
        "per": 30,
        "wp": 35,
        "fel": 25,
        "modifiers": null
      },
      "wounds": 80,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "6"
    },
    {
      "name": "Inquisitor Vex",
      "type": "Inquisitor",
      "faction": "Imperium",
      "threat": "Master",
      "description": "Seasoned Inquisitor specializing in xenos threats and alien conspiracies",
      "source": "Deathwatch: The Emperor Protects",
      "stats": {
        "ag": 40,
        "armor": 6,
        "bs": 45,
        "fel": 40,
        "int": 45,
        "per": 50,
        "s": 35,
        "t": 35,
        "wounds": 80,
        "wp": 55,
        "ws": 40,
        "profile": {
          "ws": 40,
          "bs": 45,
          "s": 35,
          "t": 35,
          "ag": 40,
          "int": 45,
          "per": 50,
          "wp": 55,
          "fel": 40,
          "modifiers": null
        },
        "movement": "7/14/21/42",
        "toughness": null,
        "armour": "6",
        "weapons": "Bolt Pistol; Power Sword",
        "gear": "Bolt Pistol; Power Sword; Carapace Armor; Auspex",
        "chosenOffset": null,
        "toughnessBonus": 3,
        "statSource": "structural",
        "needsReview": true
      },
      "equipment": [
        "Bolt Pistol",
        "Power Sword",
        "Carapace Armor",
        "Auspex"
      ],
      "abilities": [
        "Authority",
        "Purity of Faith",
        "Forbidden Lore (Xenos)"
      ],
      "apiId": 3,
      "bestiaryName": "Inquisitor Vex",
      "book": "Deathwatch: The Emperor Protects",
      "page": null,
      "pdf": "Deathwatch__The_Emperor_Protects.pdf",
      "updatedAt": "2025-08-16T21:13:28.799Z",
      "profile": {
        "ws": 40,
        "bs": 45,
        "s": 35,
        "t": 35,
        "ag": 40,
        "int": 45,
        "per": 50,
        "wp": 55,
        "fel": 40,
        "modifiers": null
      },
      "wounds": 80,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "6"
    },
    {
      "name": "Genestealer Patriarch",
      "type": "Genestealer Patriarch",
      "faction": "Tyranids",
      "threat": "Master",
      "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring",
      "source": "Deathwatch: The Emperor Protects",
      "stats": {
        "ag": 50,
        "armor": 4,
        "bs": 0,
        "fel": 10,
        "int": 45,
        "per": 55,
        "s": 60,
        "t": 50,
        "wounds": 80,
        "wp": 45,
        "ws": 65,
        "profile": {
          "ws": 65,
          "bs": 0,
          "s": 60,
          "t": 50,
          "ag": 50,
          "int": 45,
          "per": 55,
          "wp": 45,
          "fel": 10,
          "modifiers": null
        },
        "movement": "7/14/21/42",
        "toughness": null,
        "armour": "4",
        "weapons": "Psychic Powers",
        "gear": "Rending Claws; Scything Talons; Psychic Powers",
        "chosenOffset": null,
        "toughnessBonus": 5,
        "statSource": "structural",
        "needsReview": true
      },
      "equipment": [
        "Rending Claws",
        "Scything Talons",
        "Psychic Powers"
      ],
      "abilities": [
        "Fear (3)",
        "Unnatural Strength (x2)",
        "Psy Rating 4"
      ],
      "apiId": 4,
      "bestiaryName": "Genestealer Patriarch",
      "book": "Deathwatch: The Emperor Protects",
      "page": null,
      "pdf": "Deathwatch__The_Emperor_Protects.pdf",
      "updatedAt": "2025-08-16T21:13:28.799Z",
      "profile": {
        "ws": 65,
        "bs": 0,
        "s": 60,
        "t": 50,
        "ag": 50,
        "int": 45,
        "per": 55,
        "wp": 45,
        "fel": 10,
        "modifiers": null
      },
      "wounds": 80,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "4"
    },
    {
      "name": "Tech-Adept Zephon",
      "type": "Tech-Priest",
      "faction": "Adeptus Mechanicus",
      "threat": "Elite",
      "description": "Augmented servant of the Omnissiah with extensive cybernetic modifications",
      "source": "Deathwatch: The Emperor Protects",
      "stats": {
        "ag": 30,
        "armor": 5,
        "bs": 45,
        "fel": 20,
        "int": 50,
        "per": 40,
        "s": 35,
        "t": 40,
        "wounds": 80,
        "wp": 35,
        "ws": 30,
        "profile": {
          "ws": 30,
          "bs": 45,
          "s": 35,
          "t": 40,
          "ag": 30,
          "int": 50,
          "per": 40,
          "wp": 35,
          "fel": 20,
          "modifiers": null
        },
        "movement": "7/14/21/42",
        "toughness": null,
        "armour": "5",
        "weapons": "Laspistol; Omnissian Axe",
        "gear": "Laspistol; Omnissian Axe; Servo-skull; Mechadendrites",
        "chosenOffset": null,
        "toughnessBonus": 4,
        "statSource": "structural",
        "needsReview": true
      },
      "equipment": [
        "Laspistol",
        "Omnissian Axe",
        "Servo-skull",
        "Mechadendrites"
      ],
      "abilities": [
        "Machine (4)",
        "Technical Knock",
        "Logis Implant"
      ],
      "apiId": 5,
      "bestiaryName": "Tech-Adept Zephon",
      "book": "Deathwatch: The Emperor Protects",
      "page": null,
      "pdf": "Deathwatch__The_Emperor_Protects.pdf",
      "updatedAt": "2025-08-16T21:13:28.799Z",
      "profile": {
        "ws": 30,
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        "s": 35,
        "t": 40,
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        "int": 50,
        "per": 40,
        "wp": 35,
        "fel": 20,
        "modifiers": null
      },
      "wounds": 80,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "5"
    },
    {
      "name": "Chaos Cultist Champion",
      "type": "Chaos Cultist",
      "faction": "Chaos",
      "threat": "Troop",
      "description": "Corrupted human leading other cultists in service to the Dark Gods",
      "source": "Deathwatch: The Emperor Protects",
      "stats": {
        "ag": 35,
        "armor": 3,
        "bs": 35,
        "fel": 40,
        "int": 30,
        "per": 35,
        "s": 30,
        "t": 30,
        "wounds": 80,
        "wp": 25,
        "ws": 35,
        "profile": {
          "ws": 35,
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          "s": 30,
          "t": 30,
          "ag": 35,
          "int": 30,
          "per": 35,
          "wp": 25,
          "fel": 40,
          "modifiers": null
        },
        "movement": "7/14/21/42",
        "toughness": null,
        "armour": "3",
        "weapons": "Autogun; Knife",
        "gear": "Autogun; Knife; Flak Armor; Chaos Symbol",
        "chosenOffset": null,
        "toughnessBonus": 3,
        "statSource": "structural",
        "needsReview": true
      },
      "equipment": [
        "Autogun",
        "Knife",
        "Flak Armor",
        "Chaos Symbol"
      ],
      "abilities": [
        "Fanatic",
        "Hatred (Imperium)",
        "Dark Blessing"
      ],
      "apiId": 6,
      "bestiaryName": "Chaos Cultist Champion",
      "book": "Deathwatch: The Emperor Protects",
      "page": null,
      "pdf": "Deathwatch__The_Emperor_Protects.pdf",
      "updatedAt": "2025-08-16T21:13:28.799Z",
      "profile": {
        "ws": 35,
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        "ag": 35,
        "int": 30,
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        "wp": 25,
        "fel": 40,
        "modifiers": null
      },
      "wounds": 80,
      "movement": "7/14/21/42",
      "toughness": null,
      "armour": "3"
    },
    {
      "bestiaryName": "Prince-Prefect Allewis",
      "book": "Deathwatch: The Emperor Protects",
      "page": 89,
      "pdf": "Deathwatch__The_Emperor_Protects.pdf",
      "stats": {
        "profile": {
          "ws": 46,
          "bs": 34,
          "s": 33,
          "t": 41,
          "ag": 35,
          "int": 50,
          "per": 52,
          "wp": 45,
          "fel": 44
        },
        "movement": "3/6/9/18",
        "wounds": 16,
        "toughness": null,
        "skills": "Awareness (Per) +10, Carouse (T), Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), +1 more",
        "talents": "Master Orator, Melee Weapon Training (Primitive), Pistol Weapon Training (Las)",
        "armour": {
          "0": "N",
          "1": "o",
          "2": "n",
          "3": "e",
          "4": ".",
          "locations": [],
          "type": "None",
          "value": 0
        },
        "weapons": "[object Object],[object Object]",
        "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol",
        "toughnessBonus": 4,
        "statSource": "structural",
        "needsReview": true
      },
      "apiId": 10,
      "profile": {
        "ws": 46,
        "bs": 34,
        "s": 33,
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        "ag": 35,
        "int": 50,
        "per": 52,
        "wp": 45,
        "fel": 44
      },
      "wounds": 16,
      "movement": "3/6/9/18",
      "toughness": null,
      "armour": {
        "0": "N",
        "1": "o",
        "2": "n",
        "3": "e",
        "4": ".",
        "locations": [],
        "type": "None",
        "value": 0
      }
    },
    {
      "bestiaryName": "caele Rylus Darkscourge",
      "book": "remote-extract",
      "page": 49,
      "pdf": "all_deathwatch_statblocks.json",
      "stats": {
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          "t": 65,
          "ag": 55,
          "int": 48,
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          "wp": 52,
          "fel": 50
        },
        "movement": "5/10/15/30",
        "wounds": 35,
        "weapons": "[object Object]",
        "toughnessBonus": 6,
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