diff --git a/BESTIARY_SANITIZATION_PROGRESS.md b/BESTIARY_SANITIZATION_PROGRESS.md new file mode 100644 index 0000000..c6f3e6d --- /dev/null +++ b/BESTIARY_SANITIZATION_PROGRESS.md @@ -0,0 +1,127 @@ +# Bestiary Sanitization — Progress Report + +_Last updated: 2026-07-02 (session in progress)_ + +## Why this exists +The extracted bestiary was badly corrupted: distinct creatures shared mis-aligned +statblocks (e.g. Civilian / Servo-Skull / Imperial Agent all got the Hive Tyrant's +line — T78 / W120), and several NPCs stored **Strength/Toughness bonuses** (single +digits) where the characteristic should be. This report tracks the repair. + +## Effective data source (important) +- Runtime reads **`public/deathwatch-bestiary-extracted.json`** (34 entries). + `loadBestiaryData()` tries a MariaDB `bestiary` table first, but **that table does + not exist**, so it falls back to this JSON. Fixing the JSON fixes the app. +- `database/deathwatch-bestiary-extracted.json` is a **stale 24-entry subset**, not + used at runtime. (Left mostly alone; safe to regenerate from public later.) +- Sources of truth for stats: the rulebook PDFs in `database/rules/` + (`CR.pdf` = Core Rulebook, `MoX.pdf` = Mark of the Xenos), read with `pdftotext` + (raw mode linearizes statblocks; `-layout -f P -l P` per page pairs name→profile). + Plus `database/remote-extract/all_deathwatch_statblocks.json` (5 NPCs). + +## DONE ✅ +### Roller code fixes (src/components/DeathwatchRoller.jsx, SkillRoller.jsx) +- GM "Roll as" any player/enemy; players added to Target/defender list. +- Fate now loads for the acting-as player (`fateSubject`). +- Player self-load reads lower-case chars + `{total,current}` wounds (was broken). +- Enemy 0/again wounds coerced robustly (strings, 0, missing → usable tracker). +- `/api/bestiary/enemies` now returns the **full** bestiary (filter relaxed) and + `transformBestiaryEntry` coerces wounds + honours `stats.toughnessBonus`. +- Fire-mode +10/+20, jam 96/94/100, Advanced-untrained skill gate, Dodge/Parry + burst negation = DoS (earlier in session). Full CRA build compiles. + +### Bestiary data +- `scripts/sanitize-bestiary-canonical.js` written and **run** against + `public/…json`. Backups written (`*.pre-sanitize..json`). +- Result on the 34 public entries: + - **PDF-verified (9):** Chaos Space Marine, Chaos Heretic, Gun Drone, Hive Tyrant, + Hormagaunt, Tau Commander, Tau Fire Warrior, Tau Stealth Suit, Tyranid Warrior. + - **Canonical-fill, review (13):** Termagant, Renegade Militia, Imperial Guardsman, + Daemon Prince, Ork Nob, Battle/Monotask/Industrial Servitor, Servo-Skull, + Civilian, Chapter Serf, Imperial Agent, Imperial Guard Field/Senior Officer. + - **OCR-restored (5):** caele Rylus Darkscourge, Father Marius, Infected Auran + warrior, Feynir Surbryte, Arcus Dyre. + - **Structural-only, review (8):** the TEP named NPCs (Agamorr, Skarjaw, Vex, + Genestealer Patriarch, Zephon, Chaos Cultist Champion, Prince-Prefect Allewis, + Alexei Drahj — S/T bonus→char fixed). +- Each touched entry records `stats.statSource` ('pdf'|'canon'|'ocr'|'structural') + and `stats.needsReview`, and an effective `stats.toughnessBonus` (includes + Unnatural Toughness, e.g. Tyranid Warrior 10, Hive Tyrant 15, Genestealer 8). + +## PDF-verified statblocks (authoritative, WS BS S T Ag Int Per WP Fel | W | armour) +``` +Chaos Space Marine 50 50 65 45 40 35 40 43 17 | 29 | Power Armour H8/A8/B10/L8 CR363 +Tyranid Warrior 55 30 60 50 44 20 35 50 – | 48 | Reinforced Chitin All8 CR370 +Hive Tyrant 78 33 60 53 45 45 49 70 – | 120 | Bonded Exoskeleton All10 CR371 +Hormagaunt 45 20 35 30 55 10 40 30 – | 9 | Chitinous Carapace All3 CR372 +Tau Fire Warrior 25 35 30 30 25 30 20 30 30 | 12 | Fire Warrior Armour All6 CR369 +Tau Stealth Suit 30 42 42 47 38 30 40 40 40 | 30 | XV15 H8/B8/A7/L7 CR368 +Gun Drone 20 25 20 40 40 15 25 20 10 | 15 | (machine) CR368 +Chaos Heretic 35 35 35 35 30 20 30 35 20 | 10 | Flak All4 CR361 +Tau Commander 41 57 50 57 48 45 45 50 50 | 90 | XV-8 Crisis Suit All9 MoX +Genestealer 55 0 45 40 50 20 40 40 10 | 16 | Reinforced Chitin All4 MoX44 +Apostle Bellephrades75 60 66 45 48 48 48 75 30 | 80 | Armour of Chaos All12 CR363 +``` + +## DONE ✅ (continued) +- **Sanitizer now also ADDS missing canonical creatures** and mirrors public→DB + copy. Public + database JSON are both **38 entries** and identical. New entries + added: **Genestealer, Ork Nob, Apostle Bellephrades, Industrial Servitor**. +- **Bestiary UI redesign** (`src/components/BestiaryTab.jsx`): colour-coded stat + chips (WS/BS/S/T/Ag/Int/Per/WP/Fel each with its own colour), tier bar + badge + (Troops/Elite/Master by wounds), Wounds + TB pills, `verified`/`review` badges + from `statSource`/`needsReview`, and smart armour rendering (`{all:8}`→"All 8", + location objects → "Head 8 · Body 10 · …"). Build compiles clean. +- **Long-entry cleanup**: `scripts/sanitize-bestiary-canonical.js` now strips raw + `pageText`/`snippet` extraction text, removes copied root-level spillover from + canonical entries, and trims OCR/structural `skills`/`talents`/`traits`/`gear` + at section boundaries. Public + database JSON remain identical, 38 entries, + with no rendered text field over 300 chars. +- **40k RPG Tools index staging**: `scripts/import-40krpgtools-bestiary-index.js` + downloads the public master bestiary index from `https://www.40krpgtools.com/bestiary/` + and writes Deathwatch-only missing references to + `database/remote-extract/40krpgtools-bestiary-index.json`. This is an index + only (name/type/affiliation/book/page/source URL), not statblocks, so it does + not write directly into the live bestiary. +- **DB-backed live bestiary**: `database/mariadb.js` now creates the `bestiary` + table and exposes replace/upsert helpers. `scripts/import-bestiary-json-to-db.js` + imports the sanitized active bestiary into MariaDB. Current DB import: **84 + rows**, **57 PDF-verified**, all 84 are roller-ready because `/api/bestiary/enemies` + reads the same `bestiary` table before falling back to JSON. +- **40k RPG Tools hydration**: `scripts/hydrate-bestiary-from-40krpgtools.js` + uses the staged index as a page map and local PDFs as the stat source. First + Mark of the Xenos pass added **46** compact statblocks to the active bestiary. + The remaining index-only rows stay out of the live combat table until a real + profile and wounds can be extracted. +- **First Founding pass**: hydrated **4** additional compact statblocks from the + local `FF.pdf`: The Headsman of Cellebos, Blight-Master Ussax, Atum Sum, and + Warsmith Koros. Re-imported MariaDB afterward; current live DB count is **88** + bestiary rows. Verified these four through `/api/bestiary/enemies` with valid + Wounds/TB/armour output for the combat roller. + +## TODO / NEXT (in priority order) +1. **More NEW creatures**: the PDF scan found ~40 more clean profiles whose names + need pairing via per-page `-layout` extraction (Ork Boy, Broadside XV-88, Kroot + Carnivore, Bloodletters/greater daemons, more Tyranids). Extend the `CANON` table + in `scripts/sanitize-bestiary-canonical.js` (auto-adds if missing). + The 40k RPG Tools staging file currently has **344 Deathwatch index rows not + already in the active bestiary**; use it to prioritize local PDF page extraction. + Do not import index-only rows into the live `bestiary` table because live + bestiary rows automatically appear in the combat roller. +2. Re-verify canonical-fill entries against PDFs (Termagant, Ork Nob, Daemon Prince, + servitors, officers) to promote them from `needsReview` to `pdf` (verified). +3. **ComfyUI (192.168.1.96)** image generation for players/beasts — user asked; + feasible. Plan: backend `POST /api/imagegen` proxy → ComfyUI `/prompt` API with a + stored workflow JSON, poll `/history/{id}`, save PNG under `/avatars` or a new + `/beast-images`; UI "Generate portrait" buttons on PlayerTab + BestiaryTab. + NOT STARTED (needs the ComfyUI workflow JSON + confirmation the box is reachable). + +## How to continue +- Re-run sanitizer: `node scripts/sanitize-bestiary-canonical.js` (idempotent; + writes fresh backups each run). +- Extract a creature page: `pdftotext -layout -f -l database/rules/CR.pdf -` + (or MoX.pdf). Profile = the 9-number row; Wounds/Armour/Weapons lines follow. +- The DoS/roller conventions and the jsdom-segfault test workarounds are in + project memory (`~/.claude/projects/-nas-git-dwroller/memory/`). +``` +``` diff --git a/CLAUDE.md b/CLAUDE.md index 12767a8..70f9d68 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -1,170 +1,200 @@ # CLAUDE.md - Codebase Documentation for Claude Code -This file helps Claude understand the Deathwatch Roller codebase and provide better assistance. +This file helps Claude understand the Deathwatch Roller codebase and provide +better assistance. **Prefer the live code and `package.json` over older docs +when they disagree.** For a deep, feature-by-feature guide, see `AGENTS.md` — +it is the most detailed and up-to-date reference in the repo. ## Project Overview -**Deathwatch Roller** is a React-based web application for managing Deathwatch tabletop RPG sessions. +**Deathwatch Roller** is a Create React App + Express application for running +Deathwatch tabletop RPG sessions. **Main Features:** -- Player management (CRUD operations for player accounts) -- Requisition shop (browse and purchase items with RP) -- Session tracking (track game sessions and progress) -- GM Kit (comprehensive Game Master tools) -- Bestiary (monster and enemy reference) -- Rules database (searchable rules and mechanics) +- Player login, character sheets, and player management (GM) +- Dice roller (skill checks and combat) with fate-point support +- Mission play (GM/player views) and simulation lab +- Requisition shop (buy gear with RP), gated by renown +- Bestiary, rules search, and weapon references +- GM Kit reference tables and user-submitted error reports **Tech Stack:** -- Frontend: React + TypeScript -- Backend: Node.js + Express + TypeScript -- Database: SQLite -- Styling: CSS modules / Tailwind +- Frontend: React 18 (plain JavaScript/JSX, **not** TypeScript) via Create React App +- Backend: Node.js + Express (`database/server.js`) +- Database: MariaDB via `mysql2/promise` (some legacy SQLite artifacts remain) +- Styling: Tailwind CSS + component CSS ## Architecture +The repo is a **single-root JavaScript app** — there is no `backend/` or +`frontend/` directory (older docs that mention them are stale). + ``` dwroller/ -├── backend/ # Express API server -├── frontend/ # React frontend (Vite) +├── src/ # React frontend (App.js, components/, utils/, tests/) +├── database/ # Express backend (server.js, routes/, mariadb.js, ...) +├── scripts/ # Import, cleanup, validation, generation, CI helpers +├── public/ # Static data/assets + printable pages (cards.html, print.html) ├── data/ # Static data and assets -├── database/ # SQLite database and backups -└── docs/ # Documentation (see docs/) +└── docs/ # Documentation (some structure docs are stale) ``` ## Key Files and Locations -### Backend -- `backend/server.js` - Express server entry point -- `backend/src/routes/` - API route handlers -- `backend/src/middleware/` - Authentication, validation middleware -- `backend/src/models/` - Data models -- `backend/src/controllers/` - Route controllers +### Frontend (`src/`) +- `src/App.js` - main app, login/session state, tab wiring (`tab` state), + `logUserAction()` +- `src/components/` - feature UI components +- `src/components/DeathwatchRoller.jsx` - combat dice roller (weapon mapping, + attack/damage, hit locations, history, presets, tracker) +- `src/components/SkillRoller.jsx` - sheet-driven skill checks, manual d100, + target overrides +- `src/components/rollHelpers.js` - shared d100, DoS/DoF, ids, fate helpers + (`applyFateToTest()`) +- `src/components/FateControls.jsx`, `src/components/useFate.js` - fate UI and + persistence (`POST /api/players/:name/spend-fate`) +- `src/components/MissionTab.jsx` - active mission play (GM/player views) +- `src/components/SimulationTab.jsx` - simulation report UI and controls +- `src/components/MissionSimTab.jsx` - older/generated mission simulator; + check routing before extending +- `src/utils/diceRoller.js` - mission-safe dice helpers, `MISSION_ROLL_CONTEXT_KEY` +- `src/tests/` - Jest unit tests -### Frontend -- `frontend/src/components/` - React components -- `frontend/src/pages/` - Route pages -- `frontend/src/hooks/` - Custom React hooks -- `frontend/src/store/` - State management - -### Shared -- `.env` - Environment variables (port, secrets, database path) -- `package.json` - Root package.json with scripts -- `database/data.db` - SQLite database (created on first run) +### Backend (`database/`) +- `database/server.js` - Express entrypoint and route mounting +- `database/routes/` - API routes (players, sessions, shop, rules, bestiary, + weapons, missions, simulations, staging, errors) +- `database/routes/missionRoutes.js` - mission CRUD, active mission, `playerScene()` + safe projection, active-scene patching, shared roll feed +- `database/routes/simulationRoutes.js` - backend simulation engine and report CRUD +- `database/mariadb.js` - MariaDB pool, schema creation/patching +- `database/sessionModel.js` - session storage helpers +- `database/shop-helpers.js` - requisition/shop business logic ## Development Workflow -1. Install dependencies: `npm install` -2. Create `.env` from `.env.example` -3. Start backend: `npm run server` (or `npm run dev` for dev) -4. Start frontend: `npm start` (or `npm run dev` for dev) +Run commands from the repository root unless noted. -### Scripts -- `npm start` - Start frontend -- `npm run server` - Start backend -- `npm run dev` - Start both in dev mode -- `npm run build` - Build for production -- `npm run pm2:start` - Start with PM2 +```bash +npm install +npm start # CRA dev server on http://localhost:3000 +npm run server:notest # backend only (cd database && node server.js) on :5000 +npm run test:unit # frontend Jest unit tests +``` -## API Endpoints +### Scripts (see `package.json` for the full list) +- `npm start` - frontend dev server (CRA proxies /api to :5000) +- `npm run server` - runs unit tests first, then `database/server.js` +- `npm run server:notest` - backend without running tests first +- `npm run build` - runs unit tests, then `react-scripts build` +- `npm run build:fast` - build then `pm2:reload` (skips tests) +- `npm run test:integration` - starts PM2, runs integration Jest, stops PM2 +- `npm run pm2:start` / `pm2:reload` / `pm2:stop` - PM2 process control +- `./scripts/local-ci.sh` - local CI helper -| Endpoint | Description | -|----------|-------------| -| `GET /api/players` | Get all players | -| `POST /api/players` | Create player (GM only) | -| `GET /api/shop` | Get shop inventory | -| `GET /api/bestiary` | Get bestiary data | -| `GET /api/rules/search` | Search rules | +Ports: frontend `3000`, backend API `5000` (CRA proxy points at `5000`). + +## App Tabs + +Tabs are selected in `src/App.js` via the `tab` state (see `AGENTS.md` for the +full per-tab breakdown of components, endpoints, and behavior): + +| Tab key | Component | Availability | +|---------|-----------|--------------| +| `mission` (default) | `MissionTab.jsx` | All; GM/player views differ | +| `roller` | `DeathwatchRoller.jsx` | All | +| `shop` | `RequisitionShop.jsx` | All; GM controls for `gm` | +| (fallback) | `PlayerTab.jsx` (Character Sheet) | All; GM edit tools for `gm` | +| `rules` | `RulesTab.jsx` | All | +| `weapons` | `WeaponsTab.jsx` | All | +| `errors` | `ErrorReports.jsx` | All; GM sees/resolves all | +| `bestiary` | `BestiaryTab.jsx` | GM-only | +| `players` | `PlayerManagement.jsx` | GM-only | +| `gmkit` | `GMKit.jsx` | GM-only | +| `simulation` | `SimulationTab.jsx` | GM-only | + +External utility pages `public/cards.html` (nav `Kort`) and `public/print.html` +(nav `Print`) are static printable pages, not React tabs. + +## API Surface + +Mounted prefixes in `database/server.js`: + +| Prefix | Description | +|--------|-------------| +| `/api/players` | Players, GM player ops, fate, avatars | +| `/api/sessions` | Session management | +| `/api/shop` | Requisition shop and purchases | +| `/api/rules` | Rules categories/search/random (`/api/rules/staging` for staging) | +| `/api/weapons` | Weapon references | +| `/api/bestiary` | Bestiary full/reload/enemies | +| `/api/missions` | Mission CRUD, active mission, safe scene, roll feed | +| `/api/simulations` | Run and manage simulation reports | +| `/api/errors` | User-submitted error reports | +| `/api/gmkit/list`, `/api/gmkit/upload` | GM kit assets | +| `/api/copy-bestiary` | Bestiary copy utility | +| `/api/narrate` | Ollama narration (`OLLAMA_BASE`, `NARRATOR_MODEL`) | + +Static serving includes `/gmkit`, `/weapon-images`, and `/avatars`. ### Authentication -- Sessions use HTTP-only cookies -- GM endpoints require `x-gm-secret` header -- Passwords hashed with bcrypt +- Sessions use an `x-session-id` header; backend uses `requireSession` +- GM endpoints check `x-gm-secret` / `GM_SECRET` (falls back to `defaultsecret`) +- Some GM upload auth falls back to defaults — see route files -## Code Style +## Environment And Runtime Notes -- Use TypeScript for all new code -- Follow Airbnb JavaScript style guide -- Use ESLint for linting -- Maximum 100 character line length -- Functional React components with hooks +- Backend loads env via `dotenv` from its working directory. `server:notest` + runs from `database/`, so `database/.env` is the relevant file. +- MariaDB defaults are hard-coded in `database/mariadb.js`: host `192.168.1.113`, + user `deathwatch`, database `deathwatch`, port `3307`, password from + `DB_PASSWORD` or `defaultpassword`. +- Backend may load rules/weapons/bestiary from MariaDB first, then fall back to + JSON files under `public/` and `database/`. +- The backend can serve `build/` statically when a production build exists. -## Security Considerations +## Data Sources -- Session cookies are HTTP-only -- Passwords hashed with bcrypt -- SQL queries use parameterized statements -- Rate limiting enabled (100 req/min) -- CORS configured for allowed origins -- Input validation on all endpoints +- Rules index: `database/rules/rules-database.json` +- Skills: `database/deathwatch_skills_p94_107.csv` +- Armoury/shop: `public/deathwatch-armoury.json` +- Bestiary: `public/deathwatch-bestiary-extracted.json` (+ `database/` copy) -## Database +## Code Style & Conventions -- SQLite by default -- Schema created automatically on first run -- Tables: players, items, inventory, sessions, webhooks -- Database path configurable via `DATABASE_PATH` env var -- Backups in `database/backups/` - -## Frontend Components - -Main component locations: -- `Shop/` - Shop and inventory components -- `Bestiary/` - Creature reference components -- `Rules/` - Rules database components -- `Sessions/` - Session tracking components -- `Players/` - Player management (GM only) - -## Common Tasks - -### Adding a New API Endpoint -1. Create route file in `backend/src/routes/` -2. Add controller in `backend/src/controllers/` -3. Register route in `server.js` -4. Add tests in `backend/src/routes/__tests__/` - -### Adding a New Frontend Component -1. Create component in `frontend/src/components/` -2. Add TypeScript interface for props -3. Use existing CSS patterns -4. Test in browser - -### Adding a Database Model -1. Create model in `backend/src/models/` -2. Define schema with `sequelize` -3. Add indexes for frequent queries -4. Write migration if needed +- Plain JavaScript/JSX — match surrounding style; do not introduce TypeScript + unless a migration is explicitly requested. +- Prefer existing React hook/component patterns in `src/components/`. +- Frontend API calls use relative `/api/...` URLs through the CRA proxy. +- Keep `localStorage` keys stable. Known keys include: `dw:shop:authedPlayer`, + `dw:shop:sessionId`, `dw:shop:playerData`, `dw:shop:players:v1`, + `dw:presets:v3`, `dw:history:v2`, `dw:weapons:v3`, `dw:tracker:v1`, + `dw:mission:rollContext`, `dw:enemies:v1`, `dw:rules:recent`, + `dw:warning-dismiss-until:v1`. +- Keep DB writes parameterized through `mysql2` APIs. +- Preserve backend response shapes and `tabInfo` shape used by components/tests. +- Keep d100/DoS behavior aligned across mission, skill, and combat rolls. ## Testing -- Backend tests: `npm test` -- Frontend tests: `cd frontend && npm test` -- E2E tests: `npm run test:e2e` +- `npm run test:unit` for normal frontend changes; target a file with + `npm test -- src/tests/login.test.js`. +- `npm run test:integration` only when backend/API behavior changes and + PM2/MariaDB are available. +- If tests fail because MariaDB, PM2, Ollama, or local services are + unavailable, report that explicitly rather than masking it. + +## Files To Treat Carefully + +- Do not commit or churn runtime logs (`database/backend.log`, `database/server.log`). +- Do not overwrite database files, backups, generated JSON, PDFs, OCR output, + or imported rulebook data unless the user specifically asks for data work. +- Inspect `git status --short` before editing; avoid reverting unrelated local work. +- Do not paste long rulebook passages into UI/docs — summarize in original + wording and link/search the local rules DB. ## Documentation -Full documentation is in `docs/`: -- `SUMMARY.md` - Documentation index -- `quick-start.md` - Installation guide -- `user-guide.md` - User documentation -- `api.md` - API reference -- `developer-guide.md` - Contributing guide -- `security.md` - Security best practices -- `troubleshooting.md` - Common issues -- `pm2.md` - Production deployment - -## Environment Variables - -```env -PORT=5000 # Backend server port -SESSION_SECRET=... # Session encryption key -X_GM_SECRET=... # GM authentication secret -DATABASE_PATH=./database/data.db # SQLite path -NODE_ENV=development # env: development|production -``` - -## Getting Help - -1. Check documentation in `docs/` -2. Review code examples in the codebase -3. See open issues on GitHub -4. Create new issue for questions +Full docs are in `docs/` (note: some structure docs are stale and still refer +to non-existent `backend/`/`frontend/` dirs). See also `README.md`, +`DEVELOPMENT_GUIDE.md`, and especially `AGENTS.md` for the detailed guide. diff --git a/database/backend.log b/database/backend.log index 7708317..f4085ac 100644 --- a/database/backend.log +++ b/database/backend.log @@ -13356,3 +13356,570 @@ Connected to MongoDB [2026-06-30T10:36:51.470Z] API: Fetch player anders success [2026-06-30T10:36:51.473Z] MariaDB: Error getting all weapons {"message":"Table 'deathwatch.weapons' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM weapons ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.weapons' doesn't exist"} [2026-06-30T10:36:51.479Z] MariaDB: Error getting all bestiary {"message":"Table 'deathwatch.bestiary' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM bestiary ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.bestiary' doesn't exist"} +[2026-07-01T08:28:03.360Z] API: Fetch all players (public) 7 +[2026-07-01T08:28:03.754Z] Session expired: session_christoffer_1782550155067_ezomsn +[2026-07-01T08:28:03.756Z] SESSION: Invalid or expired session session_christoffer_1782550155067_ezomsn +[2026-07-01T08:28:03.758Z] API: Fetch player christoffer success +[2026-07-01T08:28:03.761Z] API: Fetch player andreas success +[2026-07-01T08:28:03.763Z] API: Fetch player anders success +[2026-07-01T08:28:03.765Z] API: Fetch player chris success +[2026-07-01T08:28:03.767Z] API: Fetch player phillip success +[2026-07-01T08:28:03.769Z] API: Fetch player claes success +[2026-07-01T08:28:13.604Z] Session created: session_claes_1782894493554_j6atwr +[2026-07-01T08:28:13.606Z] API: Player login claes success +[2026-07-01T08:28:14.025Z] API: Fetch player claes success +[2026-07-01T08:28:14.027Z] SESSION: Session validation successful claes +[2026-07-01T08:28:14.098Z] API: Fetch player claes success +[2026-07-01T08:28:18.059Z] API: Fetch player claes success +[2026-07-01T17:07:14.322Z] API: Fetch all players (public) 7 +[2026-07-01T17:07:14.408Z] API: Fetch player anders success +[2026-07-01T17:07:14.415Z] API: Fetch player claes success +[2026-07-01T17:07:14.422Z] API: Fetch player christoffer success +[2026-07-01T17:07:14.424Z] API: Fetch player phillip success +[2026-07-01T17:07:14.427Z] API: Fetch player andreas success +[2026-07-01T17:07:14.430Z] Session expired: session_chris_1782588908939_kst2tc +[2026-07-01T17:07:14.431Z] SESSION: Invalid or expired session session_chris_1782588908939_kst2tc +[2026-07-01T17:07:14.437Z] API: Fetch player chris success +[2026-07-02T07:28:21.742Z] Session deleted: session_anders_1782730921637_lpeqqt +[2026-07-02T07:28:21.757Z] SESSION: Logout session_anders_1782730921637_lpeqqt +[2026-07-02T07:28:27.427Z] Session created: session_gm_1782977307352_8b4wmc +[2026-07-02T07:28:27.428Z] API: Player login gm success +[2026-07-02T07:28:27.495Z] API: Fetch player gm success +[2026-07-02T07:28:27.499Z] SESSION: Session validation successful gm +[2026-07-02T07:28:27.565Z] API: Fetch player gm success +[2026-07-02T07:28:33.565Z] API: Fetch all players (public) 7 +[2026-07-02T07:29:01.689Z] Simulation #30 completed: Vesalius Echo: Theta-92 — VICTORY +[2026-07-02T07:29:01.768Z] API: Fetch all players (public) 7 +[2026-07-02T07:29:50.220Z] Simulation #31 completed: Vesalius Echo: Theta-92 — PARTIAL_FAILURE +[2026-07-02T07:29:50.532Z] API: Fetch all players (public) 7 +[2026-07-02T07:30:26.079Z] Simulation #32 completed: Vesalius Echo: Theta-92 — VICTORY +[2026-07-02T07:30:26.167Z] API: Fetch all players (public) 7 +[2026-07-02T07:37:47.324Z] Simulation #33 completed: Vesalius Echo: Theta-92 — VICTORY +[2026-07-02T07:37:47.403Z] API: Fetch all players (public) 7 +[2026-07-02T07:39:30.246Z] API: Fetch all players (public) 7 +[2026-07-02T07:39:30.270Z] SESSION: Session validation successful gm +[2026-07-02T07:39:30.343Z] API: Fetch player gm success +[2026-07-02T07:39:30.355Z] API: Fetch player anders success +[2026-07-02T07:39:30.361Z] API: Fetch player andreas success +[2026-07-02T07:39:30.363Z] API: Fetch player christoffer success +[2026-07-02T07:39:30.373Z] API: Fetch player phillip success +[2026-07-02T07:39:30.376Z] API: Fetch player claes success +[2026-07-02T07:39:30.380Z] API: Fetch player chris success +[2026-07-02T07:39:31.170Z] SESSION: Session validation successful gm +[2026-07-02T07:39:31.177Z] API: Fetch all players (public) 7 +[2026-07-02T07:39:31.248Z] API: Fetch player gm success +[2026-07-02T07:39:31.316Z] API: Fetch player christoffer success +[2026-07-02T07:39:31.320Z] API: Fetch player andreas success +[2026-07-02T07:39:31.323Z] API: Fetch player chris success +[2026-07-02T07:39:31.325Z] API: Fetch player anders success +[2026-07-02T07:39:31.327Z] API: Fetch player phillip success +[2026-07-02T07:39:31.330Z] API: Fetch player claes success +[2026-07-02T07:39:31.823Z] SESSION: Session validation successful gm +[2026-07-02T07:39:31.829Z] API: Fetch all players (public) 7 +[2026-07-02T07:39:31.904Z] API: Fetch player gm success +[2026-07-02T07:39:31.931Z] API: Fetch player chris success +[2026-07-02T07:39:31.934Z] API: Fetch player andreas success +[2026-07-02T07:39:31.937Z] API: Fetch player anders success +[2026-07-02T07:39:31.939Z] API: Fetch player christoffer success +[2026-07-02T07:39:31.942Z] API: Fetch player phillip success +[2026-07-02T07:39:31.944Z] API: Fetch player claes success +[2026-07-02T07:39:35.742Z] API: Fetch all players (public) 7 +[2026-07-02T07:43:05.057Z] API: Fetch all players (public) 7 +[2026-07-02T07:43:05.060Z] SESSION: Session validation successful gm +[2026-07-02T07:43:05.118Z] API: Fetch player gm success +[2026-07-02T07:43:05.125Z] API: Fetch player anders success +[2026-07-02T07:43:05.130Z] API: Fetch player chris success +[2026-07-02T07:43:05.133Z] API: Fetch player claes success +[2026-07-02T07:43:05.136Z] API: Fetch player andreas success +[2026-07-02T07:43:05.139Z] API: Fetch player phillip success +[2026-07-02T07:43:05.142Z] API: Fetch player christoffer success +[2026-07-02T07:43:05.763Z] API: Fetch all players (public) 7 +[2026-07-02T07:43:05.772Z] SESSION: Session validation successful gm +[2026-07-02T07:43:05.847Z] API: Fetch player anders success +[2026-07-02T07:43:05.850Z] API: Fetch player andreas success +[2026-07-02T07:43:05.853Z] API: Fetch player chris success +[2026-07-02T07:43:05.859Z] API: Fetch player christoffer success +[2026-07-02T07:43:05.861Z] API: Fetch player phillip success +[2026-07-02T07:43:05.864Z] API: Fetch player gm success +[2026-07-02T07:43:05.890Z] API: Fetch player claes success +[2026-07-02T07:43:06.134Z] SESSION: Session validation successful gm +[2026-07-02T07:43:06.145Z] API: Fetch all players (public) 7 +[2026-07-02T07:43:06.225Z] API: Fetch player gm success +[2026-07-02T07:43:06.230Z] API: Fetch player anders success +[2026-07-02T07:43:06.234Z] API: Fetch player chris success +[2026-07-02T07:43:06.238Z] API: Fetch player andreas success +[2026-07-02T07:43:06.241Z] API: Fetch player phillip success +[2026-07-02T07:43:06.245Z] API: Fetch player christoffer success +[2026-07-02T07:43:06.248Z] API: Fetch player claes success +[2026-07-02T07:43:06.451Z] SESSION: Session validation successful gm +[2026-07-02T07:43:06.512Z] API: Fetch all players (public) 7 +[2026-07-02T07:43:06.559Z] API: Fetch player gm success +[2026-07-02T07:43:06.582Z] API: Fetch player chris success +[2026-07-02T07:43:06.586Z] API: Fetch player claes success +[2026-07-02T07:43:06.588Z] API: Fetch player anders success +[2026-07-02T07:43:06.591Z] API: Fetch player phillip success +[2026-07-02T07:43:06.593Z] API: Fetch player andreas success +[2026-07-02T07:43:06.596Z] API: Fetch player christoffer success +[2026-07-02T07:43:07.718Z] API: Fetch all players (public) 7 +[2026-07-02T07:43:12.760Z] Simulation #34 completed: Vesalius Echo: Theta-92 — PARTIAL_FAILURE +[2026-07-02T07:43:12.827Z] API: Fetch all players (public) 7 +[2026-07-02T07:43:14.978Z] Simulation #35 completed: Vesalius Echo: Theta-92 — PARTIAL_FAILURE +[2026-07-02T07:43:15.046Z] API: Fetch all players (public) 7 +[2026-07-02T07:43:17.466Z] Simulation #36 completed: Vesalius Echo: Theta-92 — PARTIAL_FAILURE +[2026-07-02T07:43:17.546Z] API: Fetch all players (public) 7 +[2026-07-02T08:36:26.081Z] API: Fetch all players (public) 7 +[2026-07-02T08:36:26.094Z] SESSION: Session validation successful gm +[2026-07-02T08:36:26.139Z] API: Fetch player anders success +[2026-07-02T08:36:26.142Z] API: Fetch player andreas success +[2026-07-02T08:36:26.147Z] API: Fetch player chris success +[2026-07-02T08:36:26.151Z] API: Fetch player christoffer success +[2026-07-02T08:36:26.154Z] API: Fetch player claes success +[2026-07-02T08:36:26.157Z] API: Fetch player phillip success +[2026-07-02T08:36:26.197Z] API: Fetch player gm success +[2026-07-02T08:36:28.739Z] API: Fetch all players (public) 7 +[2026-07-02T08:36:35.761Z] Simulation #37 completed: Vesalius Echo: Theta-92 — PARTIAL_FAILURE +[2026-07-02T08:36:35.826Z] API: Fetch all players (public) 7 +[2026-07-02T08:37:54.285Z] API: Fetch all players (public) 7 +[2026-07-02T08:37:54.368Z] API: Fetch player anders success +[2026-07-02T08:37:54.386Z] API: Fetch player andreas success +[2026-07-02T08:37:54.388Z] API: Fetch player chris success +[2026-07-02T08:37:54.397Z] API: Fetch player christoffer success +[2026-07-02T08:37:54.404Z] API: Fetch player claes success +[2026-07-02T08:37:54.408Z] API: Fetch player phillip success +[2026-07-02T08:47:43.929Z] SESSION: Session validation successful gm +[2026-07-02T08:47:43.933Z] API: Fetch all players (public) 7 +[2026-07-02T08:47:43.995Z] API: Fetch player gm success +[2026-07-02T08:47:43.999Z] API: Fetch player andreas success +[2026-07-02T08:47:44.007Z] API: Fetch player anders success +[2026-07-02T08:47:44.010Z] API: Fetch player chris success +[2026-07-02T08:47:44.012Z] API: Fetch player christoffer success +[2026-07-02T08:47:44.014Z] API: Fetch player claes success +[2026-07-02T08:47:44.016Z] API: Fetch player phillip success +[2026-07-02T08:54:59.575Z] SESSION: Session validation successful gm +[2026-07-02T08:54:59.578Z] API: Fetch all players (public) 7 +[2026-07-02T08:54:59.630Z] API: Fetch player gm success +[2026-07-02T08:54:59.637Z] API: Fetch player anders success +[2026-07-02T08:54:59.640Z] API: Fetch player andreas success +[2026-07-02T08:54:59.645Z] API: Fetch player christoffer success +[2026-07-02T08:54:59.647Z] API: Fetch player phillip success +[2026-07-02T08:54:59.650Z] API: Fetch player claes success +[2026-07-02T08:54:59.652Z] API: Fetch player chris success +[2026-07-02T08:57:55.556Z] SESSION: Session validation successful gm +[2026-07-02T08:57:55.561Z] API: Fetch all players (public) 7 +[2026-07-02T08:57:55.601Z] API: Fetch player gm success +[2026-07-02T08:57:55.606Z] API: Fetch player anders success +[2026-07-02T08:57:55.616Z] API: Fetch player christoffer success +[2026-07-02T08:57:55.621Z] API: Fetch player claes success +[2026-07-02T08:57:55.624Z] API: Fetch player phillip success +[2026-07-02T08:57:55.627Z] API: Fetch player andreas success +[2026-07-02T08:57:55.630Z] API: Fetch player chris success +[2026-07-02T08:58:43.791Z] API: Fetch all players (public) 7 +[2026-07-02T08:58:43.799Z] SESSION: Session validation successful gm +[2026-07-02T08:58:43.851Z] API: Fetch player anders success +[2026-07-02T08:58:43.855Z] API: Fetch player andreas success +[2026-07-02T08:58:43.859Z] API: Fetch player phillip success +[2026-07-02T08:58:43.862Z] API: Fetch player chris success +[2026-07-02T08:58:43.865Z] API: Fetch player claes success +[2026-07-02T08:58:43.868Z] API: Fetch player christoffer success +[2026-07-02T08:58:43.873Z] API: Fetch player gm success +[2026-07-02T08:58:52.611Z] SESSION: Session validation successful gm +[2026-07-02T08:58:52.615Z] API: Fetch all players (public) 7 +[2026-07-02T08:58:52.663Z] API: Fetch player gm success +[2026-07-02T08:58:52.667Z] API: Fetch player anders success +[2026-07-02T08:58:52.674Z] API: Fetch player chris success +[2026-07-02T08:58:52.676Z] API: Fetch player andreas success +[2026-07-02T08:58:52.679Z] API: Fetch player christoffer success +[2026-07-02T08:58:52.682Z] API: Fetch player claes success +[2026-07-02T08:58:52.684Z] API: Fetch player phillip success +[2026-07-02T09:34:59.143Z] API: Fetch all players (public) 7 +[2026-07-02T09:34:59.157Z] SESSION: Session validation successful gm +[2026-07-02T09:34:59.201Z] API: Fetch player chris success +[2026-07-02T09:34:59.204Z] API: Fetch player phillip success +[2026-07-02T09:34:59.207Z] API: Fetch player claes success +[2026-07-02T09:34:59.209Z] API: Fetch player andreas success +[2026-07-02T09:34:59.213Z] API: Fetch player anders success +[2026-07-02T09:34:59.216Z] API: Fetch player christoffer success +[2026-07-02T09:34:59.221Z] API: Fetch player gm success +[2026-07-02T09:39:12.479Z] SESSION: Session validation successful gm +[2026-07-02T09:39:12.488Z] API: Fetch all players (public) 7 +[2026-07-02T09:39:12.536Z] API: Fetch player gm success +[2026-07-02T09:39:12.562Z] API: Fetch player andreas success +[2026-07-02T09:39:12.565Z] API: Fetch player chris success +[2026-07-02T09:39:12.568Z] API: Fetch player phillip success +[2026-07-02T09:39:12.570Z] API: Fetch player claes success +[2026-07-02T09:39:12.572Z] API: Fetch player anders success +[2026-07-02T09:39:12.574Z] API: Fetch player christoffer success +[2026-07-02T09:39:17.659Z] SESSION: Session validation successful gm +[2026-07-02T09:39:17.662Z] API: Fetch all players (public) 7 +[2026-07-02T09:39:17.715Z] API: Fetch player gm success +[2026-07-02T09:39:17.725Z] API: Fetch player anders success +[2026-07-02T09:39:17.728Z] API: Fetch player chris success +[2026-07-02T09:39:17.731Z] API: Fetch player christoffer success +[2026-07-02T09:39:17.733Z] API: Fetch player andreas success +[2026-07-02T09:39:17.735Z] API: Fetch player claes success +[2026-07-02T09:39:17.756Z] API: Fetch player phillip success +[2026-07-02T09:39:18.179Z] API: Fetch all players (public) 7 +[2026-07-02T09:39:18.182Z] SESSION: Session validation successful gm +[2026-07-02T09:39:18.231Z] API: Fetch player andreas success +[2026-07-02T09:39:18.237Z] API: Fetch player christoffer success +[2026-07-02T09:39:18.240Z] API: Fetch player anders success +[2026-07-02T09:39:18.242Z] API: Fetch player phillip success +[2026-07-02T09:39:18.246Z] API: Fetch player claes success +[2026-07-02T09:39:18.249Z] API: Fetch player chris success +[2026-07-02T09:39:18.252Z] API: Fetch player gm success +[2026-07-02T09:39:18.466Z] SESSION: Session validation successful gm +[2026-07-02T09:39:18.474Z] API: Fetch all players (public) 7 +[2026-07-02T09:39:18.532Z] API: Fetch player gm success +[2026-07-02T09:39:18.560Z] API: Fetch player claes success +[2026-07-02T09:39:18.563Z] API: Fetch player anders success +[2026-07-02T09:39:18.565Z] API: Fetch player andreas success +[2026-07-02T09:39:18.567Z] API: Fetch player chris success +[2026-07-02T09:39:18.570Z] API: Fetch player christoffer success +[2026-07-02T09:39:18.572Z] API: Fetch player phillip success +[2026-07-02T09:41:52.420Z] MariaDB: Tables created successfully +[2026-07-02T09:42:24.614Z] SESSION: Session validation successful gm +[2026-07-02T09:42:24.626Z] API: Fetch all players (public) 7 +[2026-07-02T09:42:24.672Z] API: Fetch player gm success +[2026-07-02T09:42:24.681Z] API: Fetch player phillip success +[2026-07-02T09:42:24.688Z] API: Fetch player andreas success +[2026-07-02T09:42:24.696Z] API: Fetch player christoffer success +[2026-07-02T09:42:24.699Z] API: Fetch player anders success +[2026-07-02T09:42:24.702Z] API: Fetch player claes success +[2026-07-02T09:42:24.705Z] API: Fetch player chris success +[2026-07-02T09:42:25.501Z] SESSION: Session validation successful gm +[2026-07-02T09:42:25.509Z] API: Fetch all players (public) 7 +[2026-07-02T09:42:25.568Z] API: Fetch player gm success +[2026-07-02T09:42:25.580Z] API: Fetch player andreas success +[2026-07-02T09:42:25.587Z] API: Fetch player anders success +[2026-07-02T09:42:25.590Z] API: Fetch player phillip success +[2026-07-02T09:42:25.593Z] API: Fetch player chris success +[2026-07-02T09:42:25.596Z] API: Fetch player claes success +[2026-07-02T09:42:25.598Z] API: Fetch player christoffer success +[2026-07-02T09:43:07.857Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:09.240Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:10.527Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:13.443Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:13.930Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:15.074Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:22.727Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:27.717Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:28.428Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:43:29.907Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:44:00.887Z] Session deleted: session_gm_1782977307352_8b4wmc +[2026-07-02T09:44:00.888Z] SESSION: Logout session_gm_1782977307352_8b4wmc +[2026-07-02T09:44:05.618Z] Session created: session_andreas_1782985445413_hluhda +[2026-07-02T09:44:05.619Z] API: Player login andreas success +[2026-07-02T09:44:05.684Z] API: Fetch player andreas success +[2026-07-02T09:44:05.699Z] SESSION: Session validation successful andreas +[2026-07-02T09:44:05.751Z] API: Fetch player andreas success +[2026-07-02T09:44:07.887Z] Session deleted: session_andreas_1782985445413_hluhda +[2026-07-02T09:44:07.889Z] SESSION: Logout session_andreas_1782985445413_hluhda +[2026-07-02T09:44:11.398Z] Session created: session_christoffer_1782985451371_zxpael +[2026-07-02T09:44:11.399Z] API: Player login christoffer success +[2026-07-02T09:44:11.460Z] API: Fetch player christoffer success +[2026-07-02T09:44:11.478Z] SESSION: Session validation successful christoffer +[2026-07-02T09:44:11.532Z] API: Fetch player christoffer success +[2026-07-02T09:44:45.938Z] Session deleted: session_christoffer_1782985451371_zxpael +[2026-07-02T09:44:45.941Z] SESSION: Logout session_christoffer_1782985451371_zxpael +[2026-07-02T09:44:51.037Z] Session created: session_gm_1782985490986_bflstk +[2026-07-02T09:44:51.039Z] API: Player login gm success +[2026-07-02T09:44:51.101Z] API: Fetch player gm success +[2026-07-02T09:44:51.142Z] SESSION: Session validation successful gm +[2026-07-02T09:44:51.199Z] API: Fetch player gm success +[2026-07-02T09:47:11.575Z] MariaDB: Tables created successfully +[2026-07-02T09:47:13.495Z] MariaDB: Tables created successfully +[2026-07-02T09:49:16.908Z] SESSION: Session validation successful gm +[2026-07-02T09:49:16.933Z] API: Fetch all players (public) 7 +[2026-07-02T09:49:16.973Z] API: Fetch player gm success +[2026-07-02T09:49:17.034Z] API: Fetch player chris success +[2026-07-02T09:49:17.043Z] API: Fetch player andreas success +[2026-07-02T09:49:17.046Z] API: Fetch player anders success +[2026-07-02T09:49:17.049Z] API: Fetch player claes success +[2026-07-02T09:49:17.052Z] API: Fetch player christoffer success +[2026-07-02T09:49:17.057Z] API: Fetch player phillip success +[2026-07-02T09:54:56.883Z] MariaDB: Tables created successfully +[2026-07-02T09:54:58.643Z] MariaDB: Tables created successfully +[2026-07-02T09:57:20.962Z] SESSION: Session validation successful gm +[2026-07-02T09:57:21.001Z] API: Fetch all players (public) 7 +[2026-07-02T09:57:21.018Z] API: Fetch player gm success +[2026-07-02T09:57:21.095Z] API: Fetch player anders success +[2026-07-02T09:57:21.100Z] API: Fetch player andreas success +[2026-07-02T09:57:21.102Z] API: Fetch player claes success +[2026-07-02T09:57:21.106Z] API: Fetch player christoffer success +[2026-07-02T09:57:21.109Z] API: Fetch player chris success +[2026-07-02T09:57:21.112Z] API: Fetch player phillip success +[2026-07-02T09:58:39.759Z] MariaDB: Updated mission progress 11 +[2026-07-02T09:58:46.168Z] MariaDB: Updated mission progress 11 +[2026-07-02T10:54:44.822Z] API: Fetch all players (public) 7 +[2026-07-02T10:54:44.856Z] SESSION: Session validation successful gm +[2026-07-02T10:54:44.899Z] API: Fetch player anders success +[2026-07-02T10:54:44.902Z] API: Fetch player chris success +[2026-07-02T10:54:44.907Z] API: Fetch player claes success +[2026-07-02T10:54:44.910Z] API: Fetch player andreas success +[2026-07-02T10:54:44.912Z] API: Fetch player christoffer success +[2026-07-02T10:54:44.916Z] API: Fetch player phillip success +[2026-07-02T10:54:44.942Z] API: Fetch player gm success +[2026-07-02T10:54:45.636Z] API: Fetch all players (public) 7 +[2026-07-02T10:54:45.652Z] SESSION: Session validation successful gm +[2026-07-02T10:54:45.714Z] API: Fetch player anders success +[2026-07-02T10:54:45.721Z] API: Fetch player christoffer success +[2026-07-02T10:54:45.725Z] API: Fetch player claes success +[2026-07-02T10:54:45.728Z] API: Fetch player andreas success +[2026-07-02T10:54:45.730Z] API: Fetch player chris success +[2026-07-02T10:54:45.733Z] API: Fetch player phillip success +[2026-07-02T10:54:45.758Z] API: Fetch player gm success +[2026-07-02T10:54:48.583Z] API: Fetch player gm success +[2026-07-02T10:54:48.585Z] MariaDB: Error getting all bestiary {"message":"Table 'deathwatch.bestiary' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM bestiary ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.bestiary' doesn't exist"} +[2026-07-02T10:54:48.646Z] MariaDB: Error getting all weapons {"message":"Table 'deathwatch.weapons' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM weapons ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.weapons' doesn't exist"} +[2026-07-02T10:54:50.271Z] API: Fetch all players (public) 7 +[2026-07-02T10:54:50.337Z] API: Fetch player andreas success +[2026-07-02T10:54:50.339Z] API: Fetch player anders success +[2026-07-02T10:54:50.342Z] API: Fetch player phillip success +[2026-07-02T10:54:50.344Z] API: Fetch player chris success +[2026-07-02T10:54:50.347Z] API: Fetch player christoffer success +[2026-07-02T10:54:50.350Z] API: Fetch player claes success +[2026-07-02T10:54:55.865Z] API: Fetch player gm success +[2026-07-02T10:54:55.869Z] MariaDB: Error getting all bestiary {"message":"Table 'deathwatch.bestiary' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM bestiary ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.bestiary' doesn't exist"} +[2026-07-02T10:54:55.879Z] MariaDB: Error getting all weapons {"message":"Table 'deathwatch.weapons' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM weapons ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.weapons' doesn't exist"} +[2026-07-02T11:04:30.414Z] Session deleted: session_gm_1782985490986_bflstk +[2026-07-02T11:04:30.416Z] SESSION: Logout session_gm_1782985490986_bflstk +[2026-07-02T11:04:33.247Z] Session created: session_claes_1782990273089_mh4wgx +[2026-07-02T11:04:33.248Z] API: Player login claes success +[2026-07-02T11:04:33.305Z] API: Fetch player claes success +[2026-07-02T11:04:33.316Z] API: Fetch player claes success +[2026-07-02T11:04:33.322Z] API: Fetch player claes success +[2026-07-02T11:04:33.325Z] SESSION: Session validation successful claes +[2026-07-02T11:04:33.378Z] API: Fetch player claes success +[2026-07-02T11:04:41.771Z] API: Fetch player claes success +[2026-07-02T11:07:00.346Z] SESSION: Session validation successful claes +[2026-07-02T11:07:00.350Z] API: Fetch all players (public) 7 +[2026-07-02T11:07:00.408Z] API: Fetch player phillip success +[2026-07-02T11:07:00.412Z] API: Fetch player claes success +[2026-07-02T11:07:00.419Z] API: Fetch player anders success +[2026-07-02T11:07:00.425Z] API: Fetch player andreas success +[2026-07-02T11:07:00.430Z] API: Fetch player christoffer success +[2026-07-02T11:07:00.435Z] API: Fetch player chris success +[2026-07-02T11:07:00.470Z] API: Fetch player claes success +[2026-07-02T11:07:01.777Z] Session deleted: session_claes_1782990273089_mh4wgx +[2026-07-02T11:07:01.779Z] SESSION: Logout session_claes_1782990273089_mh4wgx +[2026-07-02T11:07:05.757Z] Session created: session_gm_1782990425749_ji9efs +[2026-07-02T11:07:05.759Z] API: Player login gm success +[2026-07-02T11:07:05.812Z] API: Fetch player gm success +[2026-07-02T11:07:05.853Z] SESSION: Session validation successful gm +[2026-07-02T11:07:05.917Z] API: Fetch player gm success +[2026-07-02T11:07:08.353Z] API: Fetch player gm success +[2026-07-02T11:07:08.357Z] API: Fetch all players (public) 7 +[2026-07-02T11:07:08.361Z] MariaDB: Error getting all bestiary {"message":"Table 'deathwatch.bestiary' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM bestiary ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.bestiary' doesn't exist"} +[2026-07-02T11:07:08.401Z] MariaDB: Error getting all weapons {"message":"Table 'deathwatch.weapons' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM weapons ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.weapons' doesn't exist"} +[2026-07-02T11:10:41.474Z] MariaDB: Error getting all bestiary {"message":"Table 'deathwatch.bestiary' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM bestiary ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.bestiary' doesn't exist"} +[2026-07-02T11:22:30.154Z] API: Fetch all players (public) 7 +[2026-07-02T11:22:30.157Z] SESSION: Session validation successful gm +[2026-07-02T11:22:30.214Z] API: Fetch player anders success +[2026-07-02T11:22:30.217Z] API: Fetch player andreas success +[2026-07-02T11:22:30.222Z] API: Fetch player claes success +[2026-07-02T11:22:30.225Z] API: Fetch player chris success +[2026-07-02T11:22:30.227Z] API: Fetch player phillip success +[2026-07-02T11:22:30.229Z] API: Fetch player gm success +[2026-07-02T11:22:30.250Z] API: Fetch player christoffer success +[2026-07-02T11:24:09.471Z] SESSION: Session validation successful gm +[2026-07-02T11:24:09.490Z] API: Fetch all players (public) 7 +[2026-07-02T11:24:09.521Z] API: Fetch player gm success +[2026-07-02T11:24:09.555Z] API: Fetch player phillip success +[2026-07-02T11:24:09.558Z] API: Fetch player anders success +[2026-07-02T11:24:09.560Z] API: Fetch player chris success +[2026-07-02T11:24:09.563Z] API: Fetch player christoffer success +[2026-07-02T11:24:09.566Z] API: Fetch player andreas success +[2026-07-02T11:24:09.568Z] API: Fetch player claes success +[2026-07-02T11:36:10.132Z] API: Fetch all players (public) 7 +[2026-07-02T11:36:10.146Z] SESSION: Session validation successful gm +[2026-07-02T11:36:10.194Z] API: Fetch player anders success +[2026-07-02T11:36:10.204Z] API: Fetch player andreas success +[2026-07-02T11:36:10.206Z] API: Fetch player claes success +[2026-07-02T11:36:10.210Z] API: Fetch player phillip success +[2026-07-02T11:36:10.212Z] API: Fetch player gm success +[2026-07-02T11:36:10.215Z] API: Fetch player christoffer success +[2026-07-02T11:36:10.218Z] API: Fetch player chris success +[2026-07-02T11:39:56.472Z] SESSION: Session validation successful gm +[2026-07-02T11:39:56.485Z] API: Fetch all players (public) 7 +[2026-07-02T11:39:56.537Z] API: Fetch player gm success +[2026-07-02T11:39:56.574Z] API: Fetch player andreas success +[2026-07-02T11:39:56.577Z] API: Fetch player anders success +[2026-07-02T11:39:56.580Z] API: Fetch player phillip success +[2026-07-02T11:39:56.583Z] API: Fetch player claes success +[2026-07-02T11:39:56.587Z] API: Fetch player chris success +[2026-07-02T11:39:56.590Z] API: Fetch player christoffer success +[2026-07-02T12:04:02.065Z] SESSION: Session validation successful gm +[2026-07-02T12:04:02.070Z] API: Fetch all players (public) 7 +[2026-07-02T12:04:02.144Z] API: Fetch player gm success +[2026-07-02T12:04:02.150Z] API: Fetch player anders success +[2026-07-02T12:04:02.154Z] API: Fetch player christoffer success +[2026-07-02T12:04:02.158Z] API: Fetch player phillip success +[2026-07-02T12:04:02.161Z] API: Fetch player chris success +[2026-07-02T12:04:02.169Z] API: Fetch player claes success +[2026-07-02T12:04:02.179Z] API: Fetch player andreas success +[2026-07-02T12:07:45.879Z] SESSION: Session validation successful gm +[2026-07-02T12:07:45.887Z] API: Fetch all players (public) 7 +[2026-07-02T12:07:45.947Z] API: Fetch player gm success +[2026-07-02T12:07:45.983Z] API: Fetch player anders success +[2026-07-02T12:07:45.990Z] API: Fetch player claes success +[2026-07-02T12:07:45.993Z] API: Fetch player andreas success +[2026-07-02T12:07:45.996Z] API: Fetch player christoffer success +[2026-07-02T12:07:46.002Z] API: Fetch player chris success +[2026-07-02T12:07:46.005Z] API: Fetch player phillip success +[2026-07-02T12:12:22.598Z] MariaDB: Error creating tables {"code":"ER_ACCESS_DENIED_ERROR","errno":1045,"sqlState":"28000","sqlMessage":"Access denied for user 'deathwatch'@'unifi' (using password: YES)"} +[2026-07-02T12:12:22.600Z] MariaDB: Initialization failed; continuing with degraded helpers {"code":"ER_ACCESS_DENIED_ERROR","errno":1045,"sqlState":"28000","sqlMessage":"Access denied for user 'deathwatch'@'unifi' (using password: YES)"} +[2026-07-02T12:15:03.596Z] MariaDB: Tables created successfully +[2026-07-02T12:15:21.212Z] MariaDB: Error creating tables {"message":"Can't add new command when connection is in closed state"} +[2026-07-02T12:15:21.215Z] MariaDB: Initialization failed; continuing with degraded helpers {"message":"Can't add new command when connection is in closed state"} +[2026-07-02T12:15:50.157Z] MariaDB: Tables created successfully +[2026-07-02T12:15:51.196Z] MariaDB: Tables created successfully +[2026-07-02T12:17:59.341Z] MariaDB: Tables created successfully +[2026-07-02T12:24:24.114Z] MariaDB: Tables created successfully +[2026-07-02T12:24:49.034Z] MariaDB: Tables created successfully +[2026-07-02T12:36:54.591Z] SESSION: Session validation successful gm +[2026-07-02T12:36:54.598Z] API: Fetch all players (public) 7 +[2026-07-02T12:36:54.650Z] API: Fetch player gm success +[2026-07-02T12:36:54.658Z] API: Fetch player andreas success +[2026-07-02T12:36:54.661Z] API: Fetch player anders success +[2026-07-02T12:36:54.664Z] API: Fetch player christoffer success +[2026-07-02T12:36:54.667Z] API: Fetch player phillip success +[2026-07-02T12:36:54.669Z] API: Fetch player claes success +[2026-07-02T12:36:54.671Z] API: Fetch player chris success +[2026-07-02T12:37:09.217Z] MariaDB: Tables created successfully +[2026-07-02T12:37:51.357Z] API: Fetch all players (public) 7 +[2026-07-02T12:42:29.690Z] MariaDB: Tables created successfully +[2026-07-02T12:43:09.164Z] MariaDB: Tables created successfully +[2026-07-02T12:43:43.445Z] MariaDB: Tables created successfully +[2026-07-02T12:44:18.084Z] MariaDB: Tables created successfully +[2026-07-02T12:44:54.640Z] MariaDB: Tables created successfully +[2026-07-02T12:44:55.192Z] MariaDB: Tables created successfully +[2026-07-02T12:45:16.343Z] API: Fetch all players (public) 7 +[2026-07-02T12:45:49.769Z] API: Fetch all players (public) 7 +[2026-07-02T12:45:49.926Z] API: Fetch player anders success +[2026-07-02T12:45:49.947Z] API: Fetch player chris success +[2026-07-02T12:45:49.954Z] API: Fetch player christoffer success +[2026-07-02T12:45:49.957Z] API: Fetch player andreas success +[2026-07-02T12:45:49.960Z] SESSION: Session validation successful gm +[2026-07-02T12:45:49.963Z] API: Fetch player claes success +[2026-07-02T12:45:49.976Z] API: Fetch player phillip success +[2026-07-02T12:45:50.049Z] API: Fetch player gm success +[2026-07-02T12:46:21.649Z] API: Fetch all players (public) 7 +[2026-07-02T12:46:38.870Z] API: Fetch all players (public) 7 +[2026-07-02T12:50:24.887Z] MariaDB: Tables created successfully +[2026-07-02T12:50:47.059Z] API: Fetch all players (public) 7 +[2026-07-02T12:50:47.082Z] SESSION: Session validation successful gm +[2026-07-02T12:50:47.112Z] API: Fetch player anders success +[2026-07-02T12:50:47.118Z] API: Fetch player andreas success +[2026-07-02T12:50:47.125Z] API: Fetch player claes success +[2026-07-02T12:50:47.128Z] API: Fetch player phillip success +[2026-07-02T12:50:47.133Z] API: Fetch player christoffer success +[2026-07-02T12:50:47.136Z] API: Fetch player chris success +[2026-07-02T12:50:47.179Z] API: Fetch player gm success +[2026-07-02T12:52:14.280Z] MariaDB: Tables created successfully +[2026-07-02T12:53:36.861Z] MariaDB: Tables created successfully +[2026-07-02T12:54:00.806Z] MariaDB: Tables created successfully +[2026-07-02T12:55:27.158Z] API: Fetch all players (public) 7 +[2026-07-02T12:55:27.169Z] SESSION: Session validation successful gm +[2026-07-02T12:55:27.226Z] API: Fetch player anders success +[2026-07-02T12:55:27.233Z] API: Fetch player gm success +[2026-07-02T12:55:27.236Z] API: Fetch player andreas success +[2026-07-02T12:55:27.239Z] API: Fetch player phillip success +[2026-07-02T12:55:27.242Z] API: Fetch player christoffer success +[2026-07-02T12:55:27.245Z] API: Fetch player chris success +[2026-07-02T12:55:27.251Z] API: Fetch player claes success +[2026-07-02T12:56:19.672Z] SESSION: Session validation successful gm +[2026-07-02T12:56:19.676Z] API: Fetch all players (public) 7 +[2026-07-02T12:56:19.734Z] API: Fetch player gm success +[2026-07-02T12:56:19.740Z] API: Fetch player anders success +[2026-07-02T12:56:19.744Z] API: Fetch player andreas success +[2026-07-02T12:56:19.748Z] API: Fetch player chris success +[2026-07-02T12:56:19.753Z] API: Fetch player claes success +[2026-07-02T12:56:19.756Z] API: Fetch player christoffer success +[2026-07-02T12:56:19.758Z] API: Fetch player phillip success +[2026-07-02T12:58:21.868Z] API: Fetch all players (public) 7 +[2026-07-02T12:58:21.893Z] SESSION: Session validation successful gm +[2026-07-02T12:58:21.937Z] API: Fetch player claes success +[2026-07-02T12:58:21.941Z] API: Fetch player andreas success +[2026-07-02T12:58:21.945Z] API: Fetch player anders success +[2026-07-02T12:58:21.948Z] API: Fetch player phillip success +[2026-07-02T12:58:21.950Z] API: Fetch player christoffer success +[2026-07-02T12:58:21.956Z] API: Fetch player gm success +[2026-07-02T12:58:21.964Z] API: Fetch player chris success +[2026-07-02T12:59:13.761Z] API: Fetch all players (public) 7 +[2026-07-02T12:59:13.765Z] SESSION: Session validation successful gm +[2026-07-02T12:59:13.824Z] API: Fetch player anders success +[2026-07-02T12:59:13.829Z] API: Fetch player chris success +[2026-07-02T12:59:13.835Z] API: Fetch player claes success +[2026-07-02T12:59:13.838Z] API: Fetch player christoffer success +[2026-07-02T12:59:13.841Z] API: Fetch player andreas success +[2026-07-02T12:59:13.845Z] API: Fetch player phillip success +[2026-07-02T12:59:13.848Z] API: Fetch player gm success +[2026-07-02T13:09:02.709Z] API: Fetch all players (public) 7 +[2026-07-02T13:09:02.765Z] API: Fetch player andreas success +[2026-07-02T13:09:02.770Z] API: Fetch player anders success +[2026-07-02T13:09:02.773Z] API: Fetch player phillip success +[2026-07-02T13:09:02.780Z] API: Fetch player chris success +[2026-07-02T13:09:02.784Z] API: Fetch player claes success +[2026-07-02T13:09:02.787Z] API: Fetch player christoffer success +[2026-07-02T13:09:04.748Z] MariaDB: Error getting all weapons {"message":"Table 'deathwatch.weapons' doesn't exist","code":"ER_NO_SUCH_TABLE","errno":1146,"sql":"SELECT * FROM weapons ORDER BY id","sqlState":"42S02","sqlMessage":"Table 'deathwatch.weapons' doesn't exist"} +[2026-07-02T13:09:04.766Z] API: Fetch all players (public) 7 +[2026-07-02T13:09:07.904Z] API: Fetch player andreas success +[2026-07-02T13:09:19.586Z] MariaDB: Tables created successfully +[2026-07-02T13:12:09.878Z] MariaDB: Tables created successfully +[2026-07-02T13:13:35.935Z] MariaDB: Tables created successfully +[2026-07-02T13:16:35.915Z] SESSION: Session validation successful gm +[2026-07-02T13:16:35.927Z] API: Fetch all players (public) 7 +[2026-07-02T13:16:35.975Z] API: Fetch player gm success +[2026-07-02T13:16:36.054Z] API: Fetch player anders success +[2026-07-02T13:16:36.060Z] API: Fetch player andreas success +[2026-07-02T13:16:36.064Z] API: Fetch player phillip success +[2026-07-02T13:16:36.068Z] API: Fetch player chris success +[2026-07-02T13:16:36.073Z] API: Fetch player christoffer success +[2026-07-02T13:16:36.077Z] API: Fetch player claes success +[2026-07-02T13:17:39.477Z] API: Fetch all players (public) 7 +[2026-07-02T13:17:39.558Z] API: Fetch player christoffer success +[2026-07-02T13:17:39.561Z] API: Fetch player andreas success +[2026-07-02T13:17:39.570Z] API: Fetch player anders success +[2026-07-02T13:17:39.573Z] API: Fetch player chris success +[2026-07-02T13:17:39.577Z] API: Fetch player claes success +[2026-07-02T13:17:39.580Z] API: Fetch player phillip success +[2026-07-02T13:17:43.168Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:17:47.797Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:17:53.118Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:17:53.838Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:17:55.946Z] SESSION: Session validation successful gm +[2026-07-02T13:17:55.949Z] API: Fetch all players (public) 7 +[2026-07-02T13:17:56.011Z] API: Fetch player gm success +[2026-07-02T13:17:56.042Z] API: Fetch player andreas success +[2026-07-02T13:17:56.045Z] API: Fetch player anders success +[2026-07-02T13:17:56.052Z] API: Fetch player claes success +[2026-07-02T13:17:56.056Z] API: Fetch player christoffer success +[2026-07-02T13:17:56.060Z] API: Fetch player chris success +[2026-07-02T13:17:56.063Z] API: Fetch player phillip success +[2026-07-02T13:17:58.254Z] SESSION: Session validation successful gm +[2026-07-02T13:17:58.268Z] API: Fetch all players (public) 7 +[2026-07-02T13:17:58.305Z] API: Fetch player gm success +[2026-07-02T13:17:58.328Z] API: Fetch player anders success +[2026-07-02T13:17:58.332Z] API: Fetch player chris success +[2026-07-02T13:17:58.338Z] API: Fetch player christoffer success +[2026-07-02T13:17:58.341Z] API: Fetch player phillip success +[2026-07-02T13:17:58.344Z] API: Fetch player andreas success +[2026-07-02T13:17:58.347Z] API: Fetch player claes success +[2026-07-02T13:17:58.869Z] SESSION: Session validation successful gm +[2026-07-02T13:17:58.881Z] API: Fetch all players (public) 7 +[2026-07-02T13:17:58.922Z] API: Fetch player gm success +[2026-07-02T13:17:58.994Z] API: Fetch player christoffer success +[2026-07-02T13:17:59.004Z] API: Fetch player claes success +[2026-07-02T13:17:59.007Z] API: Fetch player andreas success +[2026-07-02T13:17:59.010Z] API: Fetch player anders success +[2026-07-02T13:17:59.012Z] API: Fetch player chris success +[2026-07-02T13:17:59.015Z] API: Fetch player phillip success +[2026-07-02T13:18:06.320Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:18:14.260Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:18:17.217Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:18:27.237Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:18:28.808Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:18:32.379Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:18:34.847Z] MariaDB: Updated mission progress 11 +[2026-07-02T13:57:06.880Z] API: Fetch all players (public) 7 +[2026-07-02T13:57:15.842Z] Simulation #38 completed: Vesalius Echo: Theta-92 — PARTIAL_FAILURE diff --git a/database/deathwatch-bestiary-extracted.json b/database/deathwatch-bestiary-extracted.json index bfe4bf7..45152dc 100644 --- a/database/deathwatch-bestiary-extracted.json +++ b/database/deathwatch-bestiary-extracted.json @@ -1,36 +1,85 @@ { - "generatedAt": "2025-08-17T16:03:06.256Z", - "count": 24, + "generatedAt": "2026-07-02T13:09:19.375Z", + "count": 98, "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "all": 7 + } + }, { "bestiaryName": "Chaos Heretic", "book": "Deathwatch Core Rulebook", - "page": "364", + "page": "361", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { "ws": 35, - "bs": 25, - "s": 30, - "t": 30, + "bs": 35, + "s": 35, + "t": 35, "ag": 30, "int": 20, "per": 30, - "wp": 40, + "wp": 35, "fel": 20 }, "movement": "3/6/9/18", "wounds": 10, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", - "traits": "Blood Soaked Tide (Horde), Size (Massive)", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "gear": "Respirator, 3 reloads for autopistol", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": 1 + "armour": { + "head": 6, + "body": 8, + "arm": 6, + "leg": 6 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false }, "_generatedPlaceholder": [ { @@ -40,55 +89,247 @@ ], "profile": { "ws": 35, - "bs": 25, - "s": 30, - "t": 30, + "bs": 35, + "s": 35, + "t": 35, "ag": 30, "int": 20, "per": 30, - "wp": 40, + "wp": 35, "fel": 20 }, "wounds": 10, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "head": 6, + "body": 8, + "arm": 6, + "leg": 6 + } + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + } + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "all": 0 + } + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "all": 0 + } + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "all": 10 + } }, { "bestiaryName": "Gun Drone", "book": "Deathwatch Core Rulebook", - "page": "367", + "page": "368", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { - "ws": 35, + "ws": 20, "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, - "wp": 40, - "fel": 20 + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 }, - "movement": "3/6/9/18", - "wounds": 6, + "movement": "-", + "wounds": 15, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", - "traits": "Blood Soaked Tide (Horde), Size (Massive)", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "gear": "Respirator, 3 reloads for autopistol", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": -2 + "armour": { + "all": 6 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false }, "_generatedPlaceholder": [ { @@ -97,137 +338,275 @@ } ], "profile": { - "ws": 35, + "ws": 20, "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, - "wp": 40, - "fel": 20 + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 }, - "wounds": 6, + "wounds": 15, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "all": 6 + } }, { "bestiaryName": "Hive Tyrant", "book": "Deathwatch Core Rulebook", - "page": "369", + "page": "371", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T", "stats": { "profile": { - "ws": 18, - "bs": 12, - "s": 75, - "t": 60, - "ag": 66, + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, "int": 45, - "per": 48, - "wp": 48, - "fel": 48 + "per": 49, + "wp": 70, + "fel": 10 }, "movement": "7/14/21/42", - "wounds": 80, + "wounds": 120, "toughness": null, - "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int)", - "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee)", - "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3)", - "armour": "Armour of Chaos (All 12)", - "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy)", - "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363", - "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", - "chosenOffset": -2 + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 18, - "bs": 12, - "s": 75, - "t": 60, - "ag": 66, + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, "int": 45, - "per": 48, - "wp": 48, - "fel": 48 + "per": 49, + "wp": 70, + "fel": 10 }, - "wounds": 80, + "wounds": 120, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + "armour": { + "all": 10 + } }, { "bestiaryName": "Hormagaunt", "book": "Deathwatch Core Rulebook", - "page": "371", + "page": "372", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", "stats": { "profile": { - "ws": 10, - "bs": 10, + "ws": 45, + "bs": 20, "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 }, - "movement": "12/24/36/72", - "wounds": 90, + "movement": "9/18/27/54", + "wounds": 9, "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", - "armour": "XV8 Crisis Suit (All 9)", - "weapons": "Plasma rifle, missile pod", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", - "chosenOffset": -1 + "armour": { + "all": 0 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 10, - "bs": 10, + "ws": 45, + "bs": 20, "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 }, - "wounds": 90, + "wounds": 9, "movement": "12/24/36/72", "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + "armour": { + "all": 0 + } + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "all": 4 + } + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "head": 4, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "head": 4, + "body": 6, + "arm": 4, + "leg": 4 + } + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "head": 4, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "head": 4, + "body": 6, + "arm": 4, + "leg": 4 + } }, { "bestiaryName": "Imperial Guardsman", "book": "Deathwatch Core Rulebook", - "page": "375", + "page": "360", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "Imperial Guardsmen are the backbone of the Imperium's military forces. These brave soldiers come from countless worlds across the galaxy, trained to fight the Emperor's enemies with basic equipment and unwavering faith. Though individually weak compared to the superhuman Astartes, they make up for this with numbers, courage, and tactical flexibility.", "stats": { "profile": { "ws": 35, @@ -238,19 +617,22 @@ "int": 30, "per": 30, "wp": 30, - "fel": 25 + "fel": 30 }, "movement": "3/6/9/18", "wounds": 11, "toughness": 30, - "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", - "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", - "traits": "None", - "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", - "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", - "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", - "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", - "chosenOffset": 0 + "armour": { + "head": 2, + "body": 4, + "arm": 2, + "leg": 2 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true }, "profile": { "ws": 35, @@ -261,18 +643,17 @@ "int": 30, "per": 30, "wp": 30, - "fel": 25 + "fel": 30 }, "wounds": 11, "movement": "3/6/9/18", "toughness": 30, - "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", - "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", - "traits": "None", - "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", - "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", - "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", - "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "armour": { + "head": 2, + "body": 4, + "arm": 2, + "leg": 2 + }, "psychicPowers": "None", "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", @@ -282,34 +663,83 @@ "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." }, { - "bestiaryName": "Renegade Militia", + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", "book": "Deathwatch Core Rulebook", - "page": "364", + "page": "376", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { - "ws": 35, - "bs": 25, + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "all": 7 + } + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, "s": 30, "t": 30, "ag": 30, - "int": 20, + "int": 25, "per": 30, - "wp": 40, - "fel": 20 + "wp": 30, + "fel": 25 }, "movement": "3/6/9/18", "wounds": 9, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", - "traits": "Blood Soaked Tide (Horde), Size (Massive)", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "gear": "Respirator, 3 reloads for autopistol", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": 1 + "armour": { + "head": 2, + "body": 4, + "arm": 2, + "leg": 2 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true }, "_generatedPlaceholder": [ { @@ -318,56 +748,104 @@ } ], "profile": { - "ws": 35, - "bs": 25, + "ws": 30, + "bs": 30, "s": 30, "t": 30, "ag": 30, - "int": 20, + "int": 25, "per": 30, - "wp": 40, - "fel": 20 + "wp": 30, + "fel": 25 }, "wounds": 9, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "head": 2, + "body": 4, + "arm": 2, + "leg": 2 + } + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": { + "all": 0 + } }, { "bestiaryName": "Tau Commander", - "book": "Deathwatch Core Rulebook", + "book": "Mark of the Xenos", "page": "365", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { - "ws": 35, - "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, - "wp": 40, - "fel": 20 + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 }, - "movement": "3/6/9/18", - "wounds": 13, + "movement": "12/24/36/72", + "wounds": 90, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", - "traits": "Blood Soaked Tide (Horde), Size (Massive)", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "gear": "Respirator, 3 reloads for autopistol", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": 0 + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false }, "_generatedPlaceholder": [ { @@ -376,108 +854,110 @@ } ], "profile": { - "ws": 35, - "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, - "wp": 40, - "fel": 20 + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 }, - "wounds": 13, + "wounds": 90, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + } }, { "bestiaryName": "Tau Fire Warrior", "book": "Deathwatch Core Rulebook", - "page": "368", + "page": "369", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", "stats": { "profile": { - "ws": 10, - "bs": 10, - "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 }, - "movement": "12/24/36/72", - "wounds": 90, + "movement": "3/6/9/18", + "wounds": 12, "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", - "armour": "XV8 Crisis Suit (All 9)", - "weapons": "Plasma rifle, missile pod", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", - "chosenOffset": 2 + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 10, - "bs": 10, - "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 }, - "wounds": 90, + "wounds": 12, "movement": "12/24/36/72", "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + } }, { "bestiaryName": "Tau Stealth Suit", "book": "Deathwatch Core Rulebook", - "page": "366", + "page": "368", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { - "ws": 35, - "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, "wp": 40, - "fel": 20 + "fel": 40 }, - "movement": "3/6/9/18", - "wounds": 8, + "movement": "4/8/12/28", + "wounds": 30, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", - "traits": "Blood Soaked Tide (Horde), Size (Massive)", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", - "gear": "Respirator, 3 reloads for autopistol", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": -1 + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false }, "_generatedPlaceholder": [ { @@ -486,130 +966,119 @@ } ], "profile": { - "ws": 35, - "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, "wp": 40, - "fel": 20 + "fel": 40 }, - "wounds": 8, + "wounds": 30, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + } }, { "bestiaryName": "Termagant", "book": "Deathwatch Core Rulebook", - "page": "371", + "page": "372", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", "stats": { "profile": { - "ws": 10, - "bs": 10, - "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 }, - "movement": "12/24/36/72", - "wounds": 90, + "movement": "3/6/9/18", + "wounds": 8, "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", - "armour": "XV8 Crisis Suit (All 9)", - "weapons": "Plasma rifle, missile pod", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", - "chosenOffset": -1 + "armour": { + "all": 0 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 10, - "bs": 10, - "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 }, - "wounds": 90, + "wounds": 8, "movement": "12/24/36/72", "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + "armour": { + "all": 0 + } }, { - "bestiaryName": "Tyrannid Warrior", + "bestiaryName": "Tyranid Warrior", "book": "Deathwatch Core Rulebook", "page": "370", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe", "stats": { "profile": { - "ws": 14, - "bs": 8, - "s": 50, + "ws": 55, + "bs": 30, + "s": 60, "t": 50, - "ag": 65, - "int": 45, - "per": 40, - "wp": 35, - "fel": 40 + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 }, - "movement": "5/10/15/30", - "wounds": 29, + "movement": "6/12/18/36", + "wounds": 48, "toughness": null, - "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S)", - "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit", - "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)", - "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8)", - "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing)", - "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364", - "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", - "chosenOffset": -2 + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 14, - "bs": 8, - "s": 50, + "ws": 55, + "bs": 30, + "s": 60, "t": 50, - "ag": 65, - "int": 45, - "per": 40, - "wp": 35, - "fel": 40 + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 }, - "wounds": 29, + "wounds": 48, "movement": "5/10/15/30", "toughness": null, - "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + "armour": { + "all": 6 + } }, { "name": "Alexei Drahj", @@ -620,7 +1089,7 @@ "profile": { "ws": 10, "bs": 12, - "s": 8, + "s": 80, "t": 55, "ag": 50, "int": 58, @@ -633,18 +1102,22 @@ }, "movement": "4/8/12/24", "wounds": 38, - "skills": "Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "talents": "Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2)", - "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", - "armour": "Armoured Bodyglove (AP 3)", - "weapons": "Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing)", - "gear": "Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades", - "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": { + "all": 0 + }, + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/\u2013/\u2013; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true }, "profile": { "ws": 10, "bs": 12, - "s": 8, + "s": 80, "t": 55, "ag": 50, "int": 58, @@ -657,13 +1130,11 @@ }, "wounds": 38, "movement": "4/8/12/24", - "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", - "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + "armour": { + "all": 0 + }, + "bestiaryName": "Alexei Drahj", + "book": "Deathwatch - The Emperor Protects.pdf" }, { "name": "Brother-Sergeant Agamorr", @@ -699,14 +1170,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "8", "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Astartes Bolter", @@ -724,7 +1194,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.798Z", "profile": { "ws": 50, @@ -741,13 +1210,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "8", - "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", - "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", - "snippet": null + "armour": "8" }, { "name": "Ork Nob Skarjaw", @@ -782,14 +1245,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "6", "weapons": "Stikkbombs", "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Big Choppa", @@ -807,7 +1269,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 45, @@ -824,13 +1285,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "6", - "weapons": "Stikkbombs", - "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", - "snippet": null + "armour": "6" }, { "name": "Inquisitor Vex", @@ -865,14 +1320,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "6", "weapons": "Bolt Pistol; Power Sword", "gear": "Bolt Pistol; Power Sword; Carapace Armor; Auspex", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Bolt Pistol", @@ -890,7 +1344,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 40, @@ -907,13 +1360,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "6", - "weapons": "Bolt Pistol; Power Sword", - "gear": "Bolt Pistol; Power Sword; Carapace Armor; Auspex", - "snippet": null + "armour": "6" }, { "name": "Genestealer Patriarch", @@ -948,14 +1395,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "4", "weapons": "Psychic Powers", "gear": "Rending Claws; Scything Talons; Psychic Powers", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Rending Claws", @@ -972,7 +1418,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 65, @@ -989,13 +1434,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "4", - "weapons": "Psychic Powers", - "gear": "Rending Claws; Scything Talons; Psychic Powers", - "snippet": null + "armour": "4" }, { "name": "Tech-Adept Zephon", @@ -1030,14 +1469,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "5", "weapons": "Laspistol; Omnissian Axe", "gear": "Laspistol; Omnissian Axe; Servo-skull; Mechadendrites", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Laspistol", @@ -1055,7 +1493,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 30, @@ -1072,13 +1509,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "5", - "weapons": "Laspistol; Omnissian Axe", - "gear": "Laspistol; Omnissian Axe; Servo-skull; Mechadendrites", - "snippet": null + "armour": "5" }, { "name": "Chaos Cultist Champion", @@ -1113,14 +1544,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "3", "weapons": "Autogun; Knife", "gear": "Autogun; Knife; Flak Armor; Chaos Symbol", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Autogun", @@ -1138,7 +1568,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 35, @@ -1155,20 +1584,13 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "3", - "weapons": "Autogun; Knife", - "gear": "Autogun; Knife; Flak Armor; Chaos Symbol", - "snippet": null + "armour": "3" }, { "bestiaryName": "Prince-Prefect Allewis", "book": "Deathwatch: The Emperor Protects", "page": 89, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "stats": { "profile": { "ws": 46, @@ -1184,9 +1606,8 @@ "movement": "3/6/9/18", "wounds": 16, "toughness": null, - "skills": "Awareness (Per) +10, Carouse (T), Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10.", - "talents": "Master Orator, Melee Weapon Training (Primitive), Pistol Weapon Training (Las).", - "traits": null, + "skills": "Awareness (Per) +10, Carouse (T), Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive), Pistol Weapon Training (Las)", "armour": { "0": "N", "1": "o", @@ -1197,33 +1618,11 @@ "type": "None", "value": 0 }, - "weapons": [ - { - "damage": "1d10+3", - "name": "Monoblade", - "pen": 2, - "traits": [ - "Balanced" - ], - "type": "R" - }, - { - "clip": 1, - "damage": "1d10+3", - "name": "Duelling Laspistol", - "pen": 7, - "range": "30m", - "reload": "1 Full", - "rof": "S/-/-", - "traits": [ - "Accurate", - "Tearing" - ], - "type": "E" - } - ], - "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol.", - "snippet": "Prince-Prefect Allewis Profile wS BS S T Ag Int Per wP Fel 46 34 33 41 35 50 52 45 44 Movement: 3/6/9/18 Wounds: 16" + "weapons": "[object Object],[object Object]", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol", + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true }, "apiId": 10, "profile": { @@ -1240,53 +1639,15 @@ "wounds": 16, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per) +10, Carouse (T), Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10.", - "talents": "Master Orator, Melee Weapon Training (Primitive), Pistol Weapon Training (Las).", - "traits": null, "armour": { - "0": "N", - "1": "o", - "2": "n", - "3": "e", - "4": ".", - "locations": [], - "type": "None", - "value": 0 - }, - "weapons": [ - { - "damage": "1d10+3", - "name": "Monoblade", - "pen": 2, - "traits": [ - "Balanced" - ], - "type": "R" - }, - { - "clip": 1, - "damage": "1d10+3", - "name": "Duelling Laspistol", - "pen": 7, - "range": "30m", - "reload": "1 Full", - "rof": "S/-/-", - "traits": [ - "Accurate", - "Tearing" - ], - "type": "E" - } - ], - "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol.", - "snippet": "Prince-Prefect Allewis Profile wS BS S T Ag Int Per wP Fel 46 34 33 41 35 50 52 45 44 Movement: 3/6/9/18 Wounds: 16" + "all": 0 + } }, { "bestiaryName": "caele Rylus Darkscourge", "book": "remote-extract", "page": 49, "pdf": "all_deathwatch_statblocks.json", - "pageText": null, "stats": { "ws": 68, "bs": 48, @@ -1298,23 +1659,25 @@ "wp": 52, "fel": 50, "profile": { - "ws": 45, - "bs": 35, - "s": 4, - "t": 4, - "ag": 4, - "int": 3, - "per": 3, - "wp": 5, - "fel": 4 + "ws": 68, + "bs": 48, + "s": 66, + "t": 65, + "ag": 55, + "int": 48, + "per": 45, + "wp": 52, + "fel": 50 }, - "movement": "6/12/18/36", - "wounds": 18, - "weapons": [ - { - "name": "Elite blade (placeholder)" - } - ] + "movement": "5/10/15/30", + "wounds": 35, + "weapons": "[object Object]", + "toughnessBonus": 6, + "statSource": "ocr", + "needsReview": false, + "armour": { + "all": 6 + } }, "_generatedPlaceholder": [ { @@ -1323,30 +1686,27 @@ } ], "profile": { - "ws": 45, - "bs": 35, - "s": 4, - "t": 4, - "ag": 4, - "int": 3, - "per": 3, - "wp": 5, - "fel": 4 + "ws": 68, + "bs": 48, + "s": 66, + "t": 65, + "ag": 55, + "int": 48, + "per": 45, + "wp": 52, + "fel": 50 }, - "wounds": 18, + "wounds": 35, "movement": "6/12/18/36", - "weapons": [ - { - "name": "Elite blade (placeholder)" - } - ] + "armour": { + "all": 6 + } }, { "bestiaryName": "Father Marius", "book": "Deathwatch: The Emperor Protects", "page": 50, "pdf": "all_deathwatch_statblocks.json", - "pageText": null, "stats": { "ws": 38, "bs": 28, @@ -1358,23 +1718,25 @@ "wp": 48, "fel": 50, "profile": { - "ws": 40, - "bs": 30, - "s": 3, - "t": 4, - "ag": 3, - "int": 4, - "per": 4, - "wp": 5, - "fel": 4 + "ws": 38, + "bs": 28, + "s": 40, + "t": 35, + "ag": 42, + "int": 31, + "per": 45, + "wp": 48, + "fel": 50 }, "movement": "4/8/12/24", "wounds": 22, - "weapons": [ - { - "name": "Priestly relic (placeholder)" - } - ] + "weapons": "[object Object]", + "toughnessBonus": 3, + "statSource": "ocr", + "needsReview": false, + "armour": { + "all": 0 + } }, "_generatedPlaceholder": [ { @@ -1384,30 +1746,27 @@ ], "apiId": 3, "profile": { - "ws": 40, - "bs": 30, - "s": 3, - "t": 4, - "ag": 3, - "int": 4, - "per": 4, - "wp": 5, - "fel": 4 + "ws": 38, + "bs": 28, + "s": 40, + "t": 35, + "ag": 42, + "int": 31, + "per": 45, + "wp": 48, + "fel": 50 }, "wounds": 22, "movement": "4/8/12/24", - "weapons": [ - { - "name": "Priestly relic (placeholder)" - } - ] + "armour": { + "all": 0 + } }, { "bestiaryName": "Infected Auran warrior", "book": "Deathwatch: The Emperor Protects", "page": 51, "pdf": "all_deathwatch_statblocks.json", - "pageText": null, "stats": { "ws": 48, "bs": 41, @@ -1419,23 +1778,25 @@ "wp": 32, "fel": 35, "profile": { - "ws": 35, - "bs": 25, - "s": 4, - "t": 4, - "ag": 3, - "int": 2, - "per": 2, - "wp": 2, - "fel": 1 + "ws": 48, + "bs": 41, + "s": 58, + "t": 48, + "ag": 42, + "int": 35, + "per": 40, + "wp": 32, + "fel": 35 }, "movement": "4/8/12/24", "wounds": 28, - "weapons": [ - { - "name": "Infected claws (placeholder)" - } - ] + "weapons": "[object Object]", + "toughnessBonus": 4, + "statSource": "ocr", + "needsReview": false, + "armour": { + "all": 4 + } }, "_generatedPlaceholder": [ { @@ -1445,30 +1806,27 @@ ], "apiId": 4, "profile": { - "ws": 35, - "bs": 25, - "s": 4, - "t": 4, - "ag": 3, - "int": 2, - "per": 2, - "wp": 2, - "fel": 1 + "ws": 48, + "bs": 41, + "s": 58, + "t": 48, + "ag": 42, + "int": 35, + "per": 40, + "wp": 32, + "fel": 35 }, "wounds": 28, "movement": "4/8/12/24", - "weapons": [ - { - "name": "Infected claws (placeholder)" - } - ] + "armour": { + "all": 4 + } }, { "bestiaryName": "Feynir Surbryte", "book": "Deathwatch: The Emperor Protects", "page": 91, "pdf": "all_deathwatch_statblocks.json", - "pageText": null, "stats": { "ws": 38, "bs": 38, @@ -1480,23 +1838,25 @@ "wp": 38, "fel": 25, "profile": { - "ws": 40, - "bs": 30, - "s": 3, - "t": 3, - "ag": 4, - "int": 4, - "per": 4, - "wp": 5, - "fel": 4 + "ws": 38, + "bs": 38, + "s": 35, + "t": 35, + "ag": 35, + "int": 25, + "per": 35, + "wp": 38, + "fel": 25 }, "movement": "6/12/18/36", "wounds": 17, - "weapons": [ - { - "name": "Arc weapon (placeholder)" - } - ] + "weapons": "[object Object]", + "toughnessBonus": 3, + "statSource": "ocr", + "needsReview": false, + "armour": { + "all": 0 + } }, "_generatedPlaceholder": [ { @@ -1506,30 +1866,27 @@ ], "apiId": 5, "profile": { - "ws": 40, - "bs": 30, - "s": 3, - "t": 3, - "ag": 4, - "int": 4, - "per": 4, - "wp": 5, - "fel": 4 + "ws": 38, + "bs": 38, + "s": 35, + "t": 35, + "ag": 35, + "int": 25, + "per": 35, + "wp": 38, + "fel": 25 }, "wounds": 17, "movement": "6/12/18/36", - "weapons": [ - { - "name": "Arc weapon (placeholder)" - } - ] + "armour": { + "all": 0 + } }, { "bestiaryName": "Arcus Dyre", "book": "remote-extract", "page": 134, "pdf": "all_deathwatch_statblocks.json", - "pageText": null, "stats": { "ws": 40, "bs": 35, @@ -1541,23 +1898,25 @@ "wp": 55, "fel": 45, "profile": { - "ws": 42, - "bs": 32, - "s": 4, - "t": 4, - "ag": 3, - "int": 4, - "per": 3, - "wp": 4, - "fel": 4 + "ws": 40, + "bs": 35, + "s": 32, + "t": 40, + "ag": 44, + "int": 50, + "per": 35, + "wp": 55, + "fel": 45 }, "movement": "4/8/12/24", - "wounds": 15, - "weapons": [ - { - 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Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. 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In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. 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The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. 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Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. 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Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength Some particularly visionary Meks gather a number of (x2) Unnatural Toughness (x2) acolytes, followers, an" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws Some may find my inclusion of the (1d5+7 I; Pen 2; Tearing, Primitive). Crotalid in these papers to be a curious one. 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From the annals of Codicier Taelon" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), During insertion, our gunship was Massive Jaws (1d10+15 R; Pen 2; Tearing). targeted by unseen attackers and", + "skills": "Awareness (Per). 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There they" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 infiltrate defences and stage surprise attacks, typically to open R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 the way for a full-scale assault by their employers. 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[UNABLE TO READ SEGMENT] (Universal), Talented (Trade" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 and heat of a star captured in an obsidian cage. This energy E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma can be unleashed in short but incredibly potent bursts. 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Anyone who takes Damage from the Physiology, The Stuff of Nightmares, Unnatu" + } + }, + { + "bestiaryName": "Bloodthirster", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "100", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodthirster", + "wounds": 192, + "stats": { + "profile": { + "ws": 99, + "bs": 40, + "s": 75, + "t": 65, + "ag": 50, + "int": 48, + "per": 60, + "wp": 75, + "fel": 25 + }, + "movement": "7/14/21/42", + "wounds": 192, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 13 + }, + "weapons": "Axe of Khorne (3d10+21 R; Pen 10; Felling (2), already have them. Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne ServantofSlaughter: All Critical Effects involving gore or (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). blood (such as requiring an A", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), should only be encountered at the climax of a campaign, Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak and only after the Battle-Brothers and faced and Language", + "talents": "Ambidextrous, Berserk Charge, Combat Master, make things even more dramatic, the Greater Daemon Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious could be fielded as part of a huge, climactic battle and its Assault, +1 more", + "traits": "Brutal Charge, Daemonic (TB 12), †Daemonic victory or defeat should rest with the Kill-team, and the Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From fate of worlds should be held in their hands. If they Beyond, Size (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 7, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), forgotten prophecy warning of a Great Plague, Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). destined to sweep through the Jericho Reach, reducing world after world to festering charnel houses Speci", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Accidents of this nature are regrettable but far from Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), uncommon, and ordinarily of concern to the rulers Speak L", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing This time, however, the contagion seems to be Blow, Die Hard. spreading, as level after level of the hive goes dark", + "traits": "Crawler, Daemonic (TB 14), †Daemonic Presence, Dark all communication cut off. In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). Keepers of Secrets should only be introduced into a campaign once the Player Characters have reached a S", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, installed leadership has become corrupted by a deeper Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, taint ingrained in the populace. The new ruling class Fo", + "talents": "Counter Attack, Crippling Strike, Heightened Senses (All), attacked so easily. The Kill-team only discovers the Lightning Attack, Lightning Reflexes, Psy Rating (8), Precise Blow, nobles' true allegiance as the world falls. At that point, PreternaturalSpeed", + "traits": "Aura of Acquiescence, Daemonic (TB 14), †Daemonic manifests in the midst of the fighting. The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +1 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996147487.json b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996147487.json new file mode 100644 index 0000000..2499e62 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996147487.json @@ -0,0 +1,3779 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 88, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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They also have the (Kroot Beak), Quadruped. intelligence to strike when their prey is most vulnerable" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) I: The Alien Threat (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; therefore have a perception of their surroundings unique to S/–/–; 1d10+12 E; Pen 8; Toxic). their race. Vespids can fly by way of a pair of hard chitin", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Stingwings in battle. Speak Language (Tau, Vespid) (Int), Survival (Int). The Vespids themselves are a vaguely insectoid species", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), though this narrow term is an imperfect one that fails to Catfall, Chem Geld, Hard Target, Lightning Reflexes. account for many aspects of their unusual physiology. Their", + "traits": "Dark Sight, Flyer (10), Natural Armour (Chitin), bodies are encased in a chitinous exoskeleton, and sports Improved Natural Weapons, Natural Weapons (Claws), many lethally sharp barbs. They see by way of three pairs of Unnatural Senses (see in normal, infrare" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma vehicle but getting one into close proximity with any (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). Carnifex is a dangerous proposition. Most Carnifex kills registered come from high energy SpecialRul", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton)" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. These gorge themselves on the fallen, tearing Armour (Exoskeleton), Size" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric Caravan: A convoy of ground crawlers carrying pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld vital supplies has to get through an area known to be —; Storm, Living Ammunition). frequented by Trygons. T", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. Primes are also being encountered in greater and greater", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour numbers within Hive Fleet Dagon, perhaps as a direct response (Bonded Exoskeleton), Multiple Arms, Unnatural Strength to the constantly evolving tactics of Imperial forces and the hive (x2), Unnatural Toughness" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending deliberate evolution of the Hive Mind in creating a lumbering, Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace heavily defended and utterly loyal bodyguard with no sense their Scything Talons with either a", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. as Tyrant Guard have only been observed on the battlefield", + "talents": "Fearless, Swift Attack. and most specimens recovered are extensively damaged by", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded the efforts of destroying them. Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. In battle, Venomthropes are therefore often found on the flanks of the SpecialRules swarm, or exploiting gaps to get at rear-echelon troops where Toxic Miasm", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10. lasting effects on the Imperium's efforts against the Tyranid", + "talents": "Ambidextrous, Swift Attack. swarms, and as soon as a new method or antidote is found", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive to counter the Venomthrope, it seems the creature quickly Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced adapts and overcomes it. 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Armour (Reinforced Chitin), Shadow in the Warp, Size Psykers who have witnessed these events liken it to the perils (Enormous), Synapse Creature" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Unnatural Strength (x2) Unnatural Toughness (x2) Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Speed: 3/6/9/18 Wounds: 15 Intimidate (S) +20 Skills: Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Ork Weapon), Furious Assault, Hardy, Iron Jaw", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Fighting, True Grit. 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In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). 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The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +1 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), The Headsman's Chainaxe (2d10+15 R, Pen 5; Tearing)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) Titanicus Princeps, a Cardinal-Aquilus, and a Commissar- +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) General. The Chamber of Vigilance has received intelligen...", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk shall be heaped at the base of the Blood God's throne next Charge, Combat Master, Crippling Strike, Diehard, Fearless, is a question to which several senior Inquisitor Lords of the Frenzy, Furious Assault, Hatre", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen entropy, these devotees of pestilence summon forth 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; the psychic echo of this paragon of plagues, inflicting Pen 2; Toxic 1d10), Force Staff (1d10+10 R,", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), refining his plagues, using he raging conflicts of the Jericho Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Reach as some vile breeding ground. Literacy (Int)...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Action: Half Action Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Opposed: No Rapid Reload, Swift Attack. Range: 5 metres + Psy Rating radius", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Sustained: Yes Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Description: The grandest and most infamous of Unnatural Toughness (x3). Nurgle's contagions, Nurgle's Rot is known by many Psy Rati" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen (8) (8) 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, 48 48 45 45 45 45 47 55 32 Pen 5; Special)", + "skills": "Awareness (Per), Command (Fel) +20, Ciphers (Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, speciAl rules Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) Tides of Time: Atum Sum has the...", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), grand scheme to utilise the weird energies streaming from it. Unnatural Strength (x2), Unnatural Toughness (x2). Some have even claimed that Atum Sum has conversed with Psy Rating: 6 the Anomaly, or with some v" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) and the Dark Mechanicus of Samech have entered into an +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all unholy alliance, the only result of which can be the crea...", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Emperor back to the Well of Night, finally expelling them Drill, Combat Master, Counter Attack, Crushing Blow, Die from the Jericho Reach. Hard, Electro-Graft Use, The Flesh is Weak (3), +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996148717.json b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996148717.json new file mode 100644 index 0000000..f1e2004 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996148717.json @@ -0,0 +1,3916 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Horde: Kroot Hounds can be used as a Horde (see page 359 of the Deathwatch Rulebook). adVenture seed A great way to make use of Kroot Hounds is to have savage packs of them ranging the area in which the Kill- team is operating, hunting...", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent Move (Ag), Tracking (Int) +20", + "talents": "Heightened Senses (Hearing, Smell), Sprint, Takedown", + "traits": "Bestial, Improved Natural Weapons, Natural Weapon (Kroot Beak), Quadruped" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Pathfinder", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Vespid Stingwing", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; S/–/–; 1d10+12 E; Pen 8; Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Speak Language (Tau, Vespid) (Int), Survival (Int)", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), Catfall, Chem Geld, Hard Target, Lightning Reflexes", + "traits": "Dark Sight, Flyer (10), Natural Armour (Chitin), Improved Natural Weapons, Natural Weapons (Claws), Unnatural Senses (see in normal, infrared and ultraviolet bands), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Carnifex", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural Weapons (Scything Talons), Multiple Arms, Natural Armour (Bonded Exoskeleton), Regeneration (5), Size (Massive), Sturdy, Unnatural Strength (x3), +1 more" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength(x3), UnnaturalToughness(x3), UnnaturalWillpower (x2), Improved Natural Weapons (Scything Talons), Shadow in the Warp, +3 more" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive Behaviour (Lurk), Tyranid" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), +1 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +6 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural Armour (Reinforced Chitin), Multiple Arms, Size (Hulking), Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Perception (x2), Unnatural Toughness (x2), +3 more" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural Weapons (Rending Claws), Multiple Arms, Natural Armour (Reinforced Chitin), Unnatural Agility (x2), Unnatural Speed, Unnatural Strength (x2), Unnatural Toughness (x2), Tyranid" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural Armour (Reinforced Chitin), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons), Size (Enormous), +2 more" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming Traits, the Swift Attack Talent, and their at...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural Weapons (Mandibles), Instinctive Behaviour (Feed), Natural Armour (Exoskeleton), Size (Puny), Tyranid" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try...", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Thickened scales), Size (Massive), Unnatural Strength (x3), +2 more" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons or Rending Claws), Shadow in the Warp, Size (Enormous), Synapse Creature, +1 more" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Unnatural Strength (x2), Unnatural Toughness (x3), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Size (Enormous), Sturdy, Tyranid" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced Chitin), Size (Enormous), Spore Cloud, Unnatural Strength (x2), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; 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SpecialRules EmissaryfortheSkullThrone: Unless the GM determines otherwise, a Bloodthirster is always accom...", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak Language (All known languages)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious Assault, Hammer Blow, Heightened Senses (All), +6 more", + "traits": "Brutal Charge, Daemonic (TB 12), † Daemonic Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From Beyond, Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +5 more" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Great Unclean One", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting...", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), Speak Language (All known languages)", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing Blow, Die Hard", + "traits": "Crawler, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Keeper of Secrets", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). SpecialRules AuraofAcquiescence: All Greater Daemons of Slaanesh are enshrouded by a beguiling, soporific aura that renders even the most chaste and devout o...", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Invocation (Will) +10, Psyniscience (Per) +20, +3 more", + "talents": "CounterAttack, CripplingStrike, HeightenedSenses(All), LightningAttack, LightningReflexes, PsyRating(8), PreciseBlow, PreternaturalSpeed, Sprint, StepAside, +3 more", + "traits": "Aura of Acquiescence, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Improved Natural Weapons (Daemonic Claws), Multiple Arms, Size (Massive), Unnatural Fellowship (x2), +6 more" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Lord of Change", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, Warp Weapon). SpecialRules Master of Plotters: All Daemons of Tzeentch are master schemers, their very essence a primal form of deceit and treachery, and the Lords of...", + "skills": "Awareness(Per), Blather(Fel)+20, Ciphers(All)(Int)+20, Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) +20, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore (All) (Int) +20, Intimidate (S) +20, +6 more", + "talents": "Blademaster, Combat Master, Lightning Attack, Resistance (Psychic Powers), Swift Attack, Strong Minded", + "traits": "Daemonic, † Daemonic Presence (TB 12), Dark Sight, Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), The Stuff of Nightmares, Improved Natural Weapons (Claws and Beak), Unnatural Strength (x3), +4 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Kyrus the Chantleader", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has made with the Ruinous Powers; this acts as a Force Field (see page 166 in the Deathwatch Rulebook) with...", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: Forbidden (Warp) +20, Security (Int), +1 more", + "talents": "Air of Authority, Blademaster, Counter-Attack, Combat Master, Crushing Blow, Fearless, Hammer Blow, Into the Jaws of Hell, Iron Discipline, Lightning Attack, +3 more", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "bloodletter", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp Weapon), Claws (1d10+10 R; Pen 2). SpecialRules Horde: When Bloodletters form a Horde, they gain the Disciplined and Blood Soaked Tide Traits. Special Rules Horde: When Bloodletters form a Horde, they gain the Disciplined...", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Fearless, Frenzy, Furious Assault, Swift Attack", + "traits": "Brutal Charge, Daemonic (TB 8), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws) Strange Physiology, Unnatural Strength (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Bloodletter suf..." + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Daemonette", + "weapons": "Claws (1d10+6 R; Pen 6; Razor Sharp). with slender, lithe bodies and an androgynous glamour that is heightened by the captivating musk that pervades the air around them. A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Preternatural Speed, Strange Physiology, Unnatural Agility (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Daemonett..." + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro...", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in..." + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plaguebearer", + "weapons": "Plaguesword (1d10+13; Pen 1; Felling 1, Toxic), Claws (1d10+8; Pen 2; Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting flies attack every exposed inc...", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore (Numerology) (Int), Speak Language (any one)", + "talents": "Crippling Strike, Fearless", + "traits": "Daemonic (TB 10), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Regeneration (1), Strange Physiology, Unnatural Strength (x2), Unnatural Toughness (x2), +1 more" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Chaos Space Marine Sorcerer", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Blade (1d10+14 R; Pen 2)", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Legend, Numerology, Occult) (Int) +10, Psyniscience (Int) +20, Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +3 more", + "traits": "Dark Sight, † Mark of Chaos, Unnatural Strength (x2), Unnatural Toughness (x2). PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos Psychic Powers found on page 127" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +7 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno...", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996187140.json b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996187140.json new file mode 100644 index 0000000..283226d --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996187140.json @@ -0,0 +1,3921 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Krootox. Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. 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Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. 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SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural Weapons (Scything Talons), Multiple Arms, Natural Armour (Bonded Exoskeleton), Regeneration (5), Size (Massive), Sturdy, Unnatural Strength (x3), +1 more" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength(x3), UnnaturalToughness(x3), UnnaturalWillpower (x2), Improved Natural Weapons (Scything Talons), Shadow in the Warp, +1 more" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive Behaviour (Lurk), Tyranid" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, +3 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +1 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural Armour (Reinforced Chitin), Multiple Arms, Size (Hulking), Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Perception (x2), Unnatural Toughness (x2), +1 more" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural Weapons (Rending Claws), Multiple Arms, Natural Armour (Reinforced Chitin), Unnatural Agility (x2), Unnatural Speed, Unnatural Strength (x2), Unnatural Toughness (x2), Tyranid" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural Armour (Reinforced Chitin), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons), Size (Enormous), +1 more" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming Traits, the Swift Attack Talent, and their at", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural Weapons (Mandibles), Instinctive Behaviour (Feed), Natural Armour (Exoskeleton), Size (Puny), Tyranid" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Thickened scales), Size (Massive), Unnatural Strength (x3), +1 more" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons or Rending Claws), Shadow in the Warp, Size (Enormous), Synapse Creature, +1 more" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Unnatural Strength (x2), Unnatural Toughness (x3), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Size (Enormous), Sturdy, Tyranid" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced Chitin), Size (Enormous), Spore Cloud, Unnatural Strength (x2), Unnatural Toughness (x2), +1 more" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural Armour (Reinforced Chitin), Shadow in the Warp, Size (Enormous), Synapse Creature, Tyranid, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), choppa (1d10+7 R; Pen 2; Tearing, Unbalanced)", + "skills": "Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Street Fighting, True Grit", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Meganob", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-meganob", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ork Meganob", + "armour": { + "head": 6, + "body": 14, + "arm": 10, + "leg": 10 + }, + "weapons": "Twin-linked Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Swift Attack, +1 more", + "traits": "Auto-stabilised, Brutal Charge, Fear (1), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Warboss", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "58", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-warboss", + "wounds": 55, + "stats": { + "profile": { + "ws": 55, + "bs": 20, + "s": 55, + "t": 55, + "ag": 43, + "int": 33, + "per": 35, + "wp": 40, + "fel": 25 + }, + "movement": "4/8/12/24", + "wounds": 55, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Ork Warboss", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness(Per)+10, Command(Fel)+10, Dodge(Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2), Waaagh!" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "big Mek Wurrzog", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable), ‘uge orky wrench (1d10+15 R; Pen 2; Concussive, Unbalanced)", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Crotalid", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws (1d5+7 I; Pen 2; Tearing, Primitive). 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(jaws, claws), Quadruped, Natural Armour (Scaly hide), Size (hulking)" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; Pen 2; Tearing)", + "skills": "Awareness (Per)", + "talents": "Combat Master, Fearless, Heightened Senses (Smell)", + "traits": "Improved Natural Weapons, Natural Armour (Thick Scales), Natural Weapons (Bloodied Claws and Massive Jaws† ), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lacrymole", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, Tearing)", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent Move (Ag) +10, Shadowing (Ag), +3 more", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Natural Armour (6), Regeneration (5), Improved Natural Weapons (Mandibles)" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Loxatl Mercenaries", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 R; Pen 3; Clip 30; Reload 2 Full; Scatter, Tearing)", + "skills": "Awareness (Per), Dodge (Ag), Climb (S) +20, Concealment (Ag) +10, Search (Per) +10, Shadowing (Ag), Silent Move (Ag) +10, Secret Tongue (Loxatl) (Int), +2 more", + "talents": "Heightened Senses (Taste, Touch), Talented (Climb, Swim)", + "traits": "Crawler, Dark Sight, Natural Weapons. 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Pen 10; Felling (2), Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). 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SpecialRules Horde: When Bloodletters form a Horde, they gain the Disciplined and Blood Soaked Tide Traits. 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A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Preternatural Speed, Strange Physiology, Unnatural Agility (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Daemonett" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos Psychic Powers found on page 127" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), +2 more", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +1 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +1 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), +1 more", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; 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S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), +3 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996188348.json b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996188348.json new file mode 100644 index 0000000..207a3e4 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996188348.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), +1 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +6 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try...", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; 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While in a Horde, Crotalids gain the Warp Swimmers†† and...", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; Pen 2; Tearing)", + "skills": "Awareness (Per)", + "talents": "Combat Master, Fearless, Heightened Senses (Smell)", + "traits": "Improved Natural" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lacrymole", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, Tearing)", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent Move (Ag) +10, Shadowing (Ag), Slight of Hand (Ag), Swim (S), +1 more", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Natural" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Loxatl Mercenaries", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; 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Pen 6; Power Field, Balanced)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Command (Fel), Common Lore (Jericho Reach) (Int), Concealment (Ag) +10, Dodge (Ag), Evaluate (Int), Forbidden Lore (Heresy) (Int), Intimidate (Str) +10, Scrutiny (Per) +10, +5 more", + "talents": "Assassin Strike, Blademaster, Chem Geld, Counter Attack, Crushing Blow, Deflect Shot, Disarm, Double Team, Heightened Senses (Sound), Light Sleeper, +6 more" + } + }, + { + "bestiaryName": "Samech Redemption Servitors", + "type": "Servitor", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "90", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/samech-redemption-servitors", + "wounds": 25, + "stats": { + "profile": { + "ws": 40, + "bs": 55, + "s": 40, + "t": 40, + "ag": 55, + "int": 15, + "per": 40, + "wp": 20, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Redemption Servitor", + "armour": { + "all": 6 + }, + "weapons": "Climbing Spindles (1d10+12 R; Pen 4; Unbalanced), Plasma Cutters (10m; S/2/–; 1d10+8 E; Pen 8; Clip N/A; Rld N/A; Volatile), Techxorcism Cannon (60m; S/–/–; 2d10+6 E; Pen", + "skills": "Acrobatics (Ag), Awareness (Per) +10, Climb (Str), Concealment (Ag) +20, Evaluate (Per)† +10, Search (Per) +10, Silent Move (Ag) +20, Trade (Reclaimator) +20", + "talents": "Binary Chatter, Concealed Cavity, Electrical Succour, Ferric Lure, Ferric Summons, Feedback Screech, Hoverer (5), Independent Targeting, Melee Weapon Training (Universal), Talented (Trade: Reclaimator), +1 more" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Slinnar War Machine", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma Scythe (1d10+15 E; Pen 7; Defensive, Felling, Power Field)", + "skills": "Acrobatics (Ag) +10, Awareness (Per), Common Lore (Jericho Reach), Speak Language (Low Gothic), Swim (S), Survival (Int)", + "talents": "Basic Weapon Training (Choose One), Fearless, Furious Assault, Leap Up, Melee Weapon Training (Primitive), Rapid Reaction, Swift Attack, Target Selection", + "traits": "Dark Sight, Undying" + } + }, + { + "bestiaryName": "Spire Slayer", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "94", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/spire-slayer", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 20, + "s": 60, + "t": 50, + "ag": 65, + "int": 50, + "per": 50, + "wp": 50, + "fel": 0 + }, + "movement": "12/24/36/72", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Spire Slayer", + "armour": { + "all": 9 + }, + "weapons": "Empyrean-forged pinions (1d10+14 R; 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Pen 10; Felling (2), Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). SpecialRules EmissaryfortheSkullThrone: Unless the GM determines otherwise, a Bloodthirster is always accom...", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak Language (All known languages)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious Assault, Hammer Blow, Heightened Senses (All), +6 more", + "traits": "Brutal Charge, Daemonic (TB 12), † Daemonic Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From Beyond, Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +5 more" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Great Unclean One", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting...", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), Speak Language (All known languages)", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing Blow, Die Hard", + "traits": "Crawler, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Keeper of Secrets", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). SpecialRules AuraofAcquiescence: All Greater Daemons of Slaanesh are enshrouded by a beguiling, soporific aura that renders even the most chaste and devout o...", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Invocation (Will) +10, Psyniscience (Per) +20, +3 more", + "talents": "CounterAttack, CripplingStrike, HeightenedSenses(All), LightningAttack, LightningReflexes, PsyRating(8), PreciseBlow, PreternaturalSpeed, Sprint, StepAside, +3 more", + "traits": "Aura of Acquiescence, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Lord of Change", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, Warp Weapon). SpecialRules Master of Plotters: All Daemons of Tzeentch are master schemers, their very essence a primal form of deceit and treachery, and the Lords of...", + "skills": "Awareness(Per), Blather(Fel)+20, Ciphers(All)(Int)+20, Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) +20, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore (All) (Int) +20, Intimidate (S) +20, +6 more", + "talents": "Blademaster, Combat Master, Lightning Attack, Resistance (Psychic Powers), Swift Attack, Strong Minded", + "traits": "Daemonic, † Daemonic Presence (TB 12), Dark Sight, Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), The Stuff of Nightmares, Improved Natural" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Kyrus the Chantleader", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has made with the Ruinous Powers; this acts as a Force Field (see page 166 in the Deathwatch Rulebook) with...", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: Forbidden (Warp) +20, Security (Int), +1 more", + "talents": "Air of Authority, Blademaster, Counter-Attack, Combat Master, Crushing Blow, Fearless, Hammer Blow, Into the Jaws of Hell, Iron Discipline, Lightning Attack, +3 more", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "bloodletter", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp Weapon), Claws (1d10+10 R; Pen 2). SpecialRules Horde: When Bloodletters form a Horde, they gain the Disciplined and Blood Soaked Tide", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Fearless, Frenzy, Furious Assault, Swift Attack", + "traits": "Brutal Charge, Daemonic (TB 8), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Daemonette", + "weapons": "Claws (1d10+6 R; Pen 6; Razor Sharp). with slender, lithe bodies and an androgynous glamour that is heightened by the captivating musk that pervades the air around them. A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro...", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plaguebearer", + "weapons": "Plaguesword (1d10+13; Pen 1; Felling 1, Toxic), Claws (1d10+8; Pen 2; Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting flies attack every exposed inc...", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore (Numerology) (Int), Speak Language (any one)", + "talents": "Crippling Strike, Fearless", + "traits": "Daemonic (TB 10), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Chaos Space Marine Sorcerer", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced,", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Legend, Numerology, Occult) (Int) +10, Psyniscience (Int) +20, Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +3 more", + "traits": "Dark Sight, † Mark of Chaos, Unnatural Strength (x2), Unnatural Toughness (x2). PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +7 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno...", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996221357.json b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996221357.json new file mode 100644 index 0000000..242512c --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996221357.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ethereal", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "11", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ethereal", + "wounds": 20, + "stats": { + "profile": { + "ws": 40, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 40, + "per": 35, + "wp": 60, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Ethereal", + "weapons": "Staff of office (1d10+3 I; Balanced; requires two hands) or Honour Blade (1d10+3 R; Pen 2; Balanced; requires two hands)", + "skills": "Awareness (Per), Command (Fel) +20, Deceive (Fel), Evaluate (Int), Forbidden Lore (Tau) (Int), Inquiry (Fel), Literacy (Int), Logic (Int), +2 more", + "talents": "Air of Authority, Chem Geld, Foresight, Iron Discipline, Inspire Wrath, Master Orator, Meditation, Orthoproxy", + "traits": "Flier (12), Machine (5)" + } + }, + { + "bestiaryName": "Krootox", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "18", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/krootox", + "wounds": 80, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 60, + "t": 55, + "ag": 30, + "int": 10, + "per": 25, + "wp": 25, + "fel": 0 + }, + "movement": "3/6/9/18", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Krootox", + "weapons": "Beak (1d10+18 R; Pen 0), fists (2d10+18 I; Pen 2; Concussive), kroot gun (150m; S/2/–; 3d10+8 I; Pen 6; Clip 10; Rld Full). 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Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. They live in smallpacksandhunttogetherthrough the forests of Pech, cooperating to bring down larg", + "skills": "Awareness (Per) +10", + "traits": "Bestial (only applies if rider is killed), Fieldcraft, Improved Natural" + } + }, + { + "bestiaryName": "Great Knarloc", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "21", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-knarloc", + "wounds": 50, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 50, + "t": 45, + "ag": 50, + "int": 10, + "per": 35, + "wp": 10, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 50, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Knarloc", + "weapons": "Beak (1d10+10 R; Pen 2). Krootox. Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. They live in smallpacksandhunttogetherthrough the forests of Pech, cooperating to bring down larg", + "skills": "Awareness (Per) +10", + "traits": "Bestial (only applies if rider is killed), Fieldcraft, Improved Natural" + } + }, + { + "bestiaryName": "Kroot Hound", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "23", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kroot-hound", + "wounds": 18, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 40, + "t": 30, + "ag": 40, + "int": 18, + "per": 45, + "wp": 30, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Kroot Hound", + "weapons": "Beak (1d10+8 R; Pen 0). Horde: Kroot Hounds can be used as a Horde (see page 359 of the Deathwatch Rulebook). adVenture seed A great way to make use of Kroot Hounds is to have savage packs of them ranging the area in which the Kill- team is operating, hunting", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent Move (Ag), Tracking (Int) +20", + "talents": "Heightened Senses (Hearing, Smell), Sprint, Takedown", + "traits": "Bestial, Improved Natural" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Pathfinder", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Vespid Stingwing", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; S/–/–; 1d10+12 E; Pen 8; Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Speak Language (Tau, Vespid) (Int), Survival (Int)", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), Catfall, Chem Geld, Hard Target, Lightning Reflexes", + "traits": "Dark Sight, Flyer (10), Natural" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Carnifex", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, +3 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +1 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). 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It counts as hav", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), choppa (1d10+7 R; Pen 2; Tearing, Unbalanced)", + "skills": "Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Street Fighting, True Grit", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Meganob", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-meganob", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ork Meganob", + "armour": { + "head": 6, + "body": 14, + "arm": 10, + "leg": 10 + }, + "weapons": "Twin-linked Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Swift Attack, +1 more", + "traits": "Auto-stabilised, Brutal Charge, Fear (1), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Warboss", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "58", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-warboss", + "wounds": 55, + "stats": { + "profile": { + "ws": 55, + "bs": 20, + "s": 55, + "t": 55, + "ag": 43, + "int": 33, + "per": 35, + "wp": 40, + "fel": 25 + }, + "movement": "4/8/12/24", + "wounds": 55, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Ork Warboss", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness(Per)+10, Command(Fel)+10, Dodge(Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2), Waaagh!" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "big Mek Wurrzog", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable), ‘uge orky wrench (1d10+15 R; Pen 2; Concussive, Unbalanced)", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Crotalid", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws (1d5+7 I; Pen 2; Tearing, Primitive). SpecialRules Horde: Crotalids can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Crotalids gain the Warp Swimmers†† and", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; Pen 2; Tearing)", + "skills": "Awareness (Per)", + "talents": "Combat Master, Fearless, Heightened Senses (Smell)", + "traits": "Improved Natural" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lacrymole", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, Tearing)", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent Move (Ag) +10, Shadowing (Ag), +3 more", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Natural" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Loxatl Mercenaries", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 R; Pen 3; Clip 30; Reload 2 Full; Scatter, Tearing)", + "skills": "Awareness (Per), Dodge (Ag), Climb (S) +20, Concealment (Ag) +10, Search (Per) +10, Shadowing (Ag), Silent Move (Ag) +10, Secret Tongue (Loxatl) (Int), +2 more", + "talents": "Heightened Senses (Taste, Touch), Talented (Climb, Swim)", + "traits": "Crawler, Dark Sight, Natural" + } + }, + { + "bestiaryName": "Apostate Cardinal", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "80", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/apostate-cardinal", + "wounds": 23, + "stats": { + "profile": { + "ws": 35, + "bs": 30, + "s": 32, + "t": 36, + "ag": 33, + "int": 40, + "per": 38, + "wp": 40, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 23, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Apostate Cardinal", + "armour": { + "head": 0, + "body": 0, + "arm": 0, + "leg": 3 + }, + "weapons": "Ceremonial maul containing concealed shock field generator (1d10+3 I; 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; 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Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +1 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), +1 more", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing),", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), +2 more", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +1 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Nume...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), +3 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996222577.json b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996222577.json new file mode 100644 index 0000000..d317d38 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996222577.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996255987.json b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996255987.json new file mode 100644 index 0000000..b2367c0 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996255987.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), +1 more", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing),", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), +2 more", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +1 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Nume...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), +3 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996257218.json b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996257218.json new file mode 100644 index 0000000..c2ecd08 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-hydrate.1782996257218.json @@ -0,0 +1,3921 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782991552178.json b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782991552178.json new file mode 100644 index 0000000..bfe4bf7 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782991552178.json @@ -0,0 +1,1594 @@ +{ + "generatedAt": "2025-08-17T16:03:06.256Z", + "count": 24, + "results": [ + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "364", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "367", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 6, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -2 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 6, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T", + "stats": { + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int)", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee)", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3)", + "armour": "Armour of Chaos (All 12)", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": -2 + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "armour": "XV8 Crisis Suit (All 9)", + "weapons": "Plasma rifle, missile pod", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1 + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 90, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "Imperial Guardsmen are the backbone of the Imperium's military forces. These brave soldiers come from countless worlds across the galaxy, trained to fight the Emperor's enemies with basic equipment and unwavering faith. Though individually weak compared to the superhuman Astartes, they make up for this with numbers, courage, and tactical flexibility.", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "chosenOffset": 0 + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "364", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Tau Commander", + "book": "Deathwatch Core Rulebook", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 13, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 0 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 13, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "armour": "XV8 Crisis Suit (All 9)", + "weapons": "Plasma rifle, missile pod", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": 2 + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 90, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "366", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -1 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 8, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "armour": "XV8 Crisis Suit (All 9)", + "weapons": "Plasma rifle, missile pod", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1 + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 90, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe", + "stats": { + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "movement": "5/10/15/30", + "wounds": 29, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8)", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": -2 + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "Armoured Bodyglove (AP 3)", + "weapons": "Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing)", + "gear": "Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "skills": null, + "talents": null, + "traits": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; 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Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int)", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee)", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3)", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "Imperial Guardsmen are the backbone of the Imperium's military forces. These brave soldiers come from countless worlds across the galaxy, trained to fight the Emperor's enemies with basic equipment and unwavering faith. Though individually weak compared to the superhuman Astartes, they make up for this with numbers, courage, and tactical flexibility.", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "gear": "Respirator, 3 reloads for autopistol", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)", + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "Armoured Bodyglove (AP 3)", + "weapons": "Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing)", + "gear": "Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "skills": null, + "talents": null, + "traits": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; 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Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "Imperial Guardsmen are the backbone of the Imperium's military forces. These brave soldiers come from countless worlds across the galaxy, trained to fight the Emperor's enemies with basic equipment and unwavering faith. Though individually weak compared to the superhuman Astartes, they make up for this with numbers, courage, and tactical flexibility.", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "skills": null, + "talents": null, + "traits": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; 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diff --git a/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782992915682.json b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782992915682.json new file mode 100644 index 0000000..5a5b25f --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782992915682.json @@ -0,0 +1,2029 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 38, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. A..." + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, +1 more", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, +3 more", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opp..." + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, +1 more", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, +3 more", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opp..." + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I: A d v e r s a r i e s", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are som..." + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer,..." + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I: A d v e r s a r i e s", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are som..." + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I: A d v e r s a r i e s", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are som..." + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. A..." + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +3 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans...", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. 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Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8", + "weapons": "Astartes 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commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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10, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "4" + }, + { + "name": "Tech-Adept Zephon", + "type": "Tech-Priest", + "faction": "Adeptus Mechanicus", + "threat": "Elite", + "description": "Augmented servant of the Omnissiah with extensive cybernetic modifications", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 5, + "bs": 45, + "fel": 20, + "int": 50, + "per": 40, + "s": 35, + "t": 40, + "wounds": 80, + "wp": 35, + "ws": 30, + "profile": { + "ws": 30, + "bs": 45, + "s": 35, + "t": 40, + "ag": 30, + "int": 50, + "per": 40, + "wp": 35, + "fel": 20, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "5", + "weapons": "Laspistol; Omnissian Axe", + "gear": "Laspistol; Omnissian Axe; Servo-skull; Mechadendrites", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Laspistol", + "Omnissian 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Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. 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Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. 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Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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They also have the (Kroot Beak), Quadruped. intelligence to strike when their prey is most vulnerable" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) I: The Alien Threat (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; therefore have a perception of their surroundings unique to S/–/–; 1d10+12 E; Pen 8; Toxic). their race. 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They see by way of three pairs of Unnatural Senses (see in normal, infrare..." + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma vehicle but getting one into close proximity with any (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). Carnifex is a dangerous proposition. Most Carnifex kills registered come from high energy SpecialRul...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea...", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton),..." + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal...", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni...", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough..." + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit...", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t..." + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing into thin air just +10, Shadowing (Ag) +...", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t..." + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). rather by the hive ships themselves in great bio-factories and birthing vats. Not polluted or altered by \"inferior\" genetic SpecialRules material, they are markedly stronger and faster than a normal Biomorphs: At...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) almost any life form with a \"kiss, \" implanting some of their +10, Swim (S) +10. own genetic material into the host and taking complete control", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, of it. When the host gives birth to offspring, these carry with Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack. them the Genestealer's genes and over a few generations a", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural new Genestealer is born, albeit with some genetic traits Weapons (Rending Claws), Multiple Arms, Natural Armour taken from its host—such as the human-like hands many (Reinforced Chitin), Unnatural Agility (x2..." + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —;...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle line or", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural..." + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. These gorge themselves on the fallen, tearing Armour (Exoskeleton), Size..." + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric Caravan: A convoy of ground crawlers carrying pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld vital supplies has to get through an area known to be —; Storm, Living Ammunition). frequented by Trygons. T...", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b...", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat..." + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. Primes are also being encountered in greater and greater", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour numbers within Hive Fleet Dagon, perhaps as a direct response (Bonded Exoskeleton), Multiple Arms, Unnatural Strength to the constantly evolving tactics of Imperial forces and the hive (x2), Unnatural Toughness..." + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending deliberate evolution of the Hive Mind in creating a lumbering, Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace heavily defended and utterly loyal bodyguard with no sense their Scything Talons with either a...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. as Tyrant Guard have only been observed on the battlefield", + "talents": "Fearless, Swift Attack. and most specimens recovered are extensively damaged by", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded the efforts of destroying them. Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact..." + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. 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Chitin), Size (Enormous), Spore Cloud, Unnatural Strength..." + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3). energy at their foes, Zoanthropes are also very difficult to", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense. 53 adVenture seeds TheHiveMind:Ordo Xenos Inquisitor Heltor Zyr has long speculated on the powerful connection a Zoanthrope shares with the Hive Mind, and a way in which it m...", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural and bleed out, sending them crashing limply to the ground. 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[UNABLE TO READ SEGMENT] (Universal), Talented (Trade:..." + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 and heat of a star captured in an obsidian cage. This energy E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma can be unleashed in short but incredibly potent bursts. 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If they Beyond, Size (Massive), Unnatural Strength (..." + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), forgotten prophecy warning of a Great Plague, Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). destined to sweep through the Jericho Reach, reducing world after world to festering charnel houses Speci...", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Accidents of this nature are regrettable but far from Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), uncommon, and ordinarily of concern to the rulers Speak Language (All known languages). of the Hi...", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing This time, however, the contagion seems to be Blow, Die Hard. spreading, as level after level of the hive goes dark", + "traits": "Crawler, Daemonic (TB 14), †Daemonic Presence, Dark all communication cut off. 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Keepers of Secrets should only be introduced into a campaign once the Player Characters have reached a S...", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, installed leadership has become corrupted by a deeper Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, taint ingrained in the populace. The new ruling class Forbidden Lore (Daemons, Warp) (Int), Inti...", + "talents": "Counter Attack, Crippling Strike, Heightened Senses (All), attacked so easily. The Kill-team only discovers the Lightning Attack, Lightning Reflexes, Psy Rating (8), Precise Blow, nobles' true allegiance as the world falls. At that point, PreternaturalSpeed,...", + "traits": "Aura of Acquiescence, Daemonic (TB 14), †Daemonic manifests in the midst of the fighting. The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul..." + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s...", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the player +20, Deceive (Fel) +20, Dodge (Ag...", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +6 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: made with the Ruinous...", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack,...", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'...", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had..." + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon..." + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro...", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in..." + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). 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Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in..." + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla...", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore: Forbidden (Daemonology, Psykers, The Wa...", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded,...", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and..." + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X;...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerless +20, Literacy (Int), Scrutiny (Per),...", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr...", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Sirens:On a water planet,...", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o...", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)...." + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M...", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can study (Int) +20. one of these creatures u...", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike...", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural..." + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782994318111.json b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782994318111.json new file mode 100644 index 0000000..088c8b3 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782994318111.json @@ -0,0 +1,3620 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 84, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Imperial forces submitted corroborated after-action reports of" + } + }, + { + "bestiaryName": "Commander Flamewing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "8", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/commander-flamewing", + "wounds": 90, + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 52, + "per": 55, + "wp": 65, + "fel": 44 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 9 + }, + "weapons": "Airbursting Fragmentation Launcher (60m; entered a brief period of retreat and meditation. He had been S/–/–; 1d10+5 X; Pen 4; Arm Weapon Mounting, Blast [5], grievously wounded, in body and in spirit, and has yet to fully Devastating [2]), missile pod (90m", + "skills": "Acrobatic (Ag), Awareness (Per) +10, Command The end was mere moments away, but suddenly, the survivors' (Fel) +20, Common Lore (Tau Empire) (Int), Dodge (Ag), rage lifted, +3 more", + "talents": "Air of Authority, Fearless, Hatred (Tyranids), Iron crashed into the rear of the Tyranid horde. Discipline, Litany of Hate, Meditation, Rapid Reaction, Sprint. Within an hour it was all over. Commander Flamewing and", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), his few surviving companions stood before the Ethereal Aun'O Unnatural Strength (x2), Unnatural Toughness (x2). Tsualal, and gloried in the radiance of his sacred presence" + } + }, + { + "bestiaryName": "Ethereal", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "11", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ethereal", + "wounds": 20, + "stats": { + "profile": { + "ws": 40, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 40, + "per": 35, + "wp": 60, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Staff of office (1d10+3 I; Balanced; requires with absolute loyalty. two hands) or Honour Blade (1d10+3 R; Pen 2; Balanced; requires two hands)", + "skills": "Awareness (Per), Command (Fel) +20, Deceive (Fel), Tau themselves to undertake. Drone is a broad category used to describe any \"helper\" drone that is assigned to a I: The Alien Threat Evaluate (Int), Forbidden Lore (Tau...", + "talents": "Air of Authority, Chem Geld, Foresight, Iron Marker Drones. Many other types exist too, some very rare Discipline, Inspire Wrath, Master Orator, Meditation, or still in the experimental phase of their development. Such Orthoproxy. Drones often possess an extr", + "traits": "Flier (12), Machine (5). The Price of Failure: The Tau revere their Ethereal" + } + }, + { + "bestiaryName": "Krootox", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "18", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/krootox", + "wounds": 80, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 60, + "t": 55, + "ag": 30, + "int": 10, + "per": 25, + "wp": 25, + "fel": 0 + }, + "movement": "3/6/9/18", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Beak (1d10+18 R; Pen 0), fists or copied from (2d10+18 I; Pen 2; Concussive), kroot gun the Tau, as the (150m; S/2/–; 3d10+8 I; Pen 6; Clip 10; Fire Caste do not Rld Full). make use of team- level heavy weapons SpecialRules Special Rules but instead rely on K", + "skills": "Climb (S), Concealment (Ag) +10, Silent Move the Carnivores with a (Ag) +10. degree of fire support", + "talents": "Furious Assault, Leap Up, Resistance as well as substantially (Fear). augmenting its", + "traits": "Auto-stabilised, Brutal Charge, Improved close combat Natural Weapons, Natural Weapons capabilities. Some (Beak, Fists), Quadruped, Size (Hulking), have noted that Sturdy, Unnatural Strength (x3), Unnatural this deployment Toughness (x2). is not one learned" + } + }, + { + "bestiaryName": "Knarloc", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "20", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/knarloc", + "wounds": 50, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 50, + "t": 45, + "ag": 50, + "int": 10, + "per": 35, + "wp": 10, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 50, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Beak (1d10+10 R; Pen 2). 20 intended that these baggage beasts should be required to GREAT KNARLOC fight in battle, if a supply column should be ambushed they When Ordo Xenos savants and Adeptus Mechanicus biologists are quite capable of defending themselves", + "skills": "Awareness (Per) +10. exfiltration point. Knarloc riders are capable of harassing", + "traits": "Bestial (only applies if rider is killed), their foe from a distance using their long rifles, and have Fieldcraft, Improved Natural Weapons, Natural the speed and stamina to keep the pursuit up for days on Weapon (Beak), Size (Hulking), Unnatural end, forcing" + } + }, + { + "bestiaryName": "Great Knarloc", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "21", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-knarloc", + "wounds": 120, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 65, + "t": 50, + "ag": 30, + "int": 15, + "per": 45, + "wp": 35, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 120, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Beak (1d10+18 R; Pen 2). If equipped with a hand to stave off the collapse of an entire defence line. howdah, then a Kroot Bolt Thrower (60m; S/–/–; 2d10+10 The other situation is when the Kill-team is engaged X; Pen 2; Clip 20; Rld Full; Blast [3], Mounted)", + "skills": "Awareness (Per). I: The Alien Threat to endure these attacks rather than the smaller Kill-", + "traits": "Fieldcraft, Unnatural Strength x3, Unnatural teams, but the Battle-Brothers might find themselves Toughness (x2), Size (Enormous), Stampede. present during such an attack and be forced to take a" + } + }, + { + "bestiaryName": "Kroot Hound", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "23", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kroot-hound", + "wounds": 18, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 40, + "t": 30, + "ag": 40, + "int": 18, + "per": 45, + "wp": 30, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "weapons": "Beak (1d10+8 R; Pen 0). a fact that makes them ideal for use by the GM when he Horde: Kroot Hounds can be used as a Horde (see page 359 wants to add an additional layer of challenge to a mission. of the Deathwatch Rulebook). 23 TAU PATHFINDER adVenture seeds", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent vicious ambushes at the worst possible moment. 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They also have the (Kroot Beak), Quadruped. intelligence to strike when their prey is most vulnerable" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) I: The Alien Threat (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; therefore have a perception of their surroundings unique to S/–/–; 1d10+12 E; Pen 8; Toxic). their race. Vespids can fly by way of a pair of hard chitin", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Stingwings in battle. Speak Language (Tau, Vespid) (Int), Survival (Int). The Vespids themselves are a vaguely insectoid species", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), though this narrow term is an imperfect one that fails to Catfall, Chem Geld, Hard Target, Lightning Reflexes. account for many aspects of their unusual physiology. Their", + "traits": "Dark Sight, Flyer (10), Natural Armour (Chitin), bodies are encased in a chitinous exoskeleton, and sports Improved Natural Weapons, Natural Weapons (Claws), many lethally sharp barbs. They see by way of three pairs of Unnatural Senses (see in normal, infrare" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma vehicle but getting one into close proximity with any (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). Carnifex is a dangerous proposition. Most Carnifex kills registered come from high energy SpecialRul", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton)" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing...", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "44", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle...", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. 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However, that radius grows with the number of lives Warp Weapon). the Slayer has taken in the last month (exact effects are at the", + "skills": "Acrobatics (Ag) +20, Awareness (Per) +10, Climb (S) here does not possess Psychic Powers, such abilities +20, Concealment (Ag) +20, Dodge (Ag) +10, Forbidden would also be appropriate. Lore (Daemons, Warp) Int +20, Secu...", + "talents": "Ambidextrous, Assassin Strike, Combat Master, calls down a torrent of toxic, corrosive rain. It lasts for as Crushing Blow, Dual Strike, Fearless, Leap Up, Lightning long as the Slayer retains concentration, plus 1d10 Rounds. Attack, +1 more", + "traits": "Daemonic (TB 10), Dark Sight, Fear 3, Flyer but the corrosion eats away at such protections at the rate of (12), From Beyond, Machine (2), Multiple Arms, Strange 1 AP every 2 Rounds. Anyone who takes Damage from the Physiology, The Stuff of Nightmares, Unnatu" + } + }, + { + "bestiaryName": "Bloodthirster", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "100", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodthirster", + "wounds": 192, + "stats": { + "profile": { + "ws": 99, + "bs": 40, + "s": 75, + "t": 65, + "ag": 50, + "int": 48, + "per": 60, + "wp": 75, + "fel": 25 + }, + "movement": "7/14/21/42", + "wounds": 192, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 13 + }, + "weapons": "Axe of Khorne (3d10+21 R; Pen 10; Felling (2), already have them. Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne ServantofSlaughter: All Critical Effects involving gore or (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). blood (such as requiring an A", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), should only be encountered at the climax of a campaign, Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak and only after the Battle-Brothers and faced and Language...", + "talents": "Ambidextrous, Berserk Charge, Combat Master, make things even more dramatic, the Greater Daemon Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious could be fielded as part of a huge, climactic battle and its Assault, +1 more", + "traits": "Brutal Charge, Daemonic (TB 12), †Daemonic victory or defeat should rest with the Kill-team, and the Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From fate of worlds should be held in their hands. If they Beyond, Size (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 7, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), forgotten prophecy warning of a Great Plague, Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). destined to sweep through the Jericho Reach, reducing world after world to festering charnel houses Speci", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Accidents of this nature are regrettable but far from Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), uncommon, and ordinarily of concern to the rulers Speak L...", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing This time, however, the contagion seems to be Blow, Die Hard. spreading, as level after level of the hive goes dark", + "traits": "Crawler, Daemonic (TB 14), †Daemonic Presence, Dark all communication cut off. In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). Keepers of Secrets should only be introduced into a campaign once the Player Characters have reached a S", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, installed leadership has become corrupted by a deeper Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, taint ingrained in the populace. The new ruling class Fo...", + "talents": "Counter Attack, Crippling Strike, Heightened Senses (All), attacked so easily. The Kill-team only discovers the Lightning Attack, Lightning Reflexes, Psy Rating (8), Precise Blow, nobles' true allegiance as the world falls. At that point, PreternaturalSpeed", + "traits": "Aura of Acquiescence, Daemonic (TB 14), †Daemonic manifests in the midst of the fighting. The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the...", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (...", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore:...", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle...", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +2 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s...", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782994341678.json b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782994341678.json new file mode 100644 index 0000000..0d30fb1 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782994341678.json @@ -0,0 +1,3620 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 84, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. 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In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. 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In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. 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T", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. 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Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. 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Chitin), Size (Enormous), Spore Cloud, Unnatural Strength" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3). energy at their foes, Zoanthropes are also very difficult to", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense. 53 adVenture seeds TheHiveMind:Ordo Xenos Inquisitor Heltor Zyr has long speculated on the powerful connection a Zoanthrope shares with the Hive Mind, and a way in which it m", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural and bleed out, sending them crashing limply to the ground. Armour (Reinforced Chitin), Shadow in the Warp, Size Psykers who have witnessed these events liken it to the perils (Enormous), Synapse Creature" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Unnatural Strength (x2) Unnatural Toughness (x2) Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Speed: 3/6/9/18 Wounds: 15 Intimidate (S) +20 Skills: Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Ork Weapon), Furious Assault, Hardy, Iron Jaw", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Fighting, True Grit. 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Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable),", + "skills": "Awareness (Per) +10, Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes adVenture seeds Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength Lightning Strike: Warboss Gobklaw has begun (x2) Unnatural Toughness (x2), Waaagh! lightning strikes against both sides of an Imperi" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 masters of Orky technology. Big Mek Wurrzog is one such E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Ork, and he has gathered a small warband around him and Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Cl", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging bIG MEK WURRZOG Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Some Orks possess a natural gift for engineering and Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, tinkering with technolog", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes machines of war to unleash upon the enemy. Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength Some particularly visionary Meks gather a number of (x2) Unnatural Toughness (x2) acolytes, followers, an" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws Some may find my inclusion of the (1d5+7 I; Pen 2; Tearing, Primitive). Crotalid in these papers to be a curious one. However, in terms of xenos impact on emergent worlds, SpecialRules few species can match the", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural Weapons. (jaws, claws), Quadruped, Natural Armour (Scaly hide), Size (hulking). From the annals of Codicier Taelon" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), During insertion, our gunship was Massive Jaws (1d10+15 R; Pen 2; Tearing). targeted by unseen attackers and", + "skills": "Awareness (Per). I have hunted and killed more than my I: The Alien Threat meagre share of creatures within and", + "talents": "Combat Master, Fearless, Heightened Senses (Smell). without the Emperor's great Imperium", + "traits": "Improved Natural Weapons, Natural Armour (Thick Yet I have only rarely encountered Scales), Natural Weapons (Bloodied Claws and Massive anything that matches the intellect and ferocity of the dread Diablodon. Jaws†), Size (Massive), Unnatural Strength (x3), U" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, they encounter instead was a nest of xenos which had apparently Tearing). been living on the space hulk and using it as a base for centuries", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, relic ship of the Great Crusade; a ship which might have once Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent belonged to the fledgling Inquisition. Move (Ag)", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, off to find the space hulk's location. After months of false leads Rapid Reaction, Swift Attack. Dyce and his team finally tracked the Charnel Spectre, following", + "traits": "Dark Sight, Fear 2 (Frightening), Natural Armour (6), its erratic wake in the warp, to the edge of the cursed Credence Regeneration (5), Improved Natural Weapons (Mandibles). system just beyond the boundaries of the Iron Collar. There they" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 infiltrate defences and stage surprise attacks, typically to open R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 the way for a full-scale assault by their employers. R; Pen 3; Clip 30; Reload 2 Full", + "skills": "Awareness (Per), Dodge (Ag), Climb (S) +20, they seldom do so indicates how little they rely on the visual Concealment (Ag) +10, Search (Per) +10, Shadowing (Ag), spectrum themselves for identifying prey. Las-weapons ha", + "talents": "Heightened Senses (Taste, Touch), Talented (Climb, form of photochromatic defence against lasers. Swim). No indications have been found of higher organisation than", + "traits": "Crawler, Dark Sight, Natural Weapons. (jaws, claws), the kin-related brood of three to twenty individual Loxatl, Quadruped, Natural Armour (Slimy Hide), Unnatural Agility (x2), but multiple broods will work together en masse with a high Unnatural Speed, Unnat" + } + }, + { + "bestiaryName": "Apostate Cardinal", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "80", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/apostate-cardinal", + "wounds": 23, + "stats": { + "profile": { + "ws": 35, + "bs": 30, + "s": 32, + "t": 36, + "ag": 33, + "int": 40, + "per": 38, + "wp": 40, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 23, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 0, + "body": 0, + "arm": 0, + "leg": 3 + }, + "weapons": "Ceremonial maul containing concealed shock +20, Common Lore (Jericho Reach, War) (Int), Deceive field generator (1d10+3 I; Pen 4; Shocking). 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Individually, neither the +10, Dodge (", + "talents": "Assassin Strike, Blademaster, Chem Geld, Counter turf, \" they should certainly present a significant threat. Attack, Crushing Blow, Deflect Shot, Disarm, Double Team, Surprise!: Aside from their combat abilities, +1 more" + } + }, + { + "bestiaryName": "Samech Redemption Servitors", + "type": "Servitor", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "90", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/samech-redemption-servitors", + "wounds": 25, + "stats": { + "profile": { + "ws": 40, + "bs": 55, + "s": 40, + "t": 40, + "ag": 55, + "int": 15, + "per": 40, + "wp": 20, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "skills": "Acrobatics (Ag), Awareness (Per) +10, Climb (Str), 40. ACQUIRE * Concealment (Ag) +20, Evaluate (Per)† +10, Search (Per) 50. LUMENS <= 100? +10, Silent Move (Ag) +20, Trade (Reclaimator) +20. 60. MOD 40", + "talents": "Binary Chatter, Concealed Cavity, Electrical 70. ACQUIRE WHERE MAX (VITALITY (INPUT)) Succour, Ferric Lure, Ferric Summons, Feedback Screech, Hoverer (5), Independent Targeting, Melee Weapon Training 80. [UNABLE TO READ SEGMENT] (Universal), Talented (Trade" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 and heat of a star captured in an obsidian cage. This energy E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma can be unleashed in short but incredibly potent bursts. These Scythe (1d10+15 E; Pen 7; Defen", + "skills": "Acrobatics (Ag) +10, Awareness (Per), Common Lore of celestial bodies in the Slinnar Drift. (Jericho Reach), Speak Language (Low Gothic), Swim (S), What is unerringly agreed upon is that a Slinnar War Survival (Int). Ma", + "talents": "Basic Weapon Training (Choose One), Fearless, sacrifice of a human soul. Although a War Machine is similar Furious Assault, Leap Up, Melee Weapon Training (Primitive), in size and shape to a Stealth Suit or power armour, they hold Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Undying. to imbue the machine with the soul that becomes its pilot" + } + }, + { + "bestiaryName": "Spire Slayer", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "94", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/spire-slayer", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 20, + "s": 60, + "t": 50, + "ag": 65, + "int": 50, + "per": 50, + "wp": 50, + "fel": 0 + }, + "movement": "12/24/36/72", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 9 + }, + "weapons": "Empyrean-forged pinions (1d10+14 R; metres. However, that radius grows with the number of lives Warp Weapon). the Slayer has taken in the last month (exact effects are at the", + "skills": "Acrobatics (Ag) +20, Awareness (Per) +10, Climb (S) here does not possess Psychic Powers, such abilities +20, Concealment (Ag) +20, Dodge (Ag) +10, Forbidden would also be appropriate. Lore (Daemons, Warp) Int +20, Secu", + "talents": "Ambidextrous, Assassin Strike, Combat Master, calls down a torrent of toxic, corrosive rain. It lasts for as Crushing Blow, Dual Strike, Fearless, Leap Up, Lightning long as the Slayer retains concentration, plus 1d10 Rounds. Attack, +1 more", + "traits": "Daemonic (TB 10), Dark Sight, Fear 3, Flyer but the corrosion eats away at such protections at the rate of (12), From Beyond, Machine (2), Multiple Arms, Strange 1 AP every 2 Rounds. Anyone who takes Damage from the Physiology, The Stuff of Nightmares, Unnatu" + } + }, + { + "bestiaryName": "Bloodthirster", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "100", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodthirster", + "wounds": 192, + "stats": { + "profile": { + "ws": 99, + "bs": 40, + "s": 75, + "t": 65, + "ag": 50, + "int": 48, + "per": 60, + "wp": 75, + "fel": 25 + }, + "movement": "7/14/21/42", + "wounds": 192, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 13 + }, + "weapons": "Axe of Khorne (3d10+21 R; Pen 10; Felling (2), already have them. Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne ServantofSlaughter: All Critical Effects involving gore or (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). blood (such as requiring an A", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), should only be encountered at the climax of a campaign, Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak and only after the Battle-Brothers and faced and Language", + "talents": "Ambidextrous, Berserk Charge, Combat Master, make things even more dramatic, the Greater Daemon Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious could be fielded as part of a huge, climactic battle and its Assault, +1 more", + "traits": "Brutal Charge, Daemonic (TB 12), †Daemonic victory or defeat should rest with the Kill-team, and the Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From fate of worlds should be held in their hands. If they Beyond, Size (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 7, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), forgotten prophecy warning of a Great Plague, Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). destined to sweep through the Jericho Reach, reducing world after world to festering charnel houses Speci", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Accidents of this nature are regrettable but far from Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), uncommon, and ordinarily of concern to the rulers Speak L", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing This time, however, the contagion seems to be Blow, Die Hard. spreading, as level after level of the hive goes dark", + "traits": "Crawler, Daemonic (TB 14), †Daemonic Presence, Dark all communication cut off. In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). Keepers of Secrets should only be introduced into a campaign once the Player Characters have reached a S", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, installed leadership has become corrupted by a deeper Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, taint ingrained in the populace. The new ruling class Fo", + "talents": "Counter Attack, Crippling Strike, Heightened Senses (All), attacked so easily. The Kill-team only discovers the Lightning Attack, Lightning Reflexes, Psy Rating (8), Precise Blow, nobles' true allegiance as the world falls. At that point, PreternaturalSpeed", + "traits": "Aura of Acquiescence, Daemonic (TB 14), †Daemonic manifests in the midst of the fighting. The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +1 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782995063322.json b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782995063322.json new file mode 100644 index 0000000..67e56db --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782995063322.json @@ -0,0 +1,3779 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 88, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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They also have the (Kroot Beak), Quadruped. intelligence to strike when their prey is most vulnerable" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) I: The Alien Threat (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; therefore have a perception of their surroundings unique to S/–/–; 1d10+12 E; Pen 8; Toxic). their race. Vespids can fly by way of a pair of hard chitin", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Stingwings in battle. Speak Language (Tau, Vespid) (Int), Survival (Int). The Vespids themselves are a vaguely insectoid species", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), though this narrow term is an imperfect one that fails to Catfall, Chem Geld, Hard Target, Lightning Reflexes. account for many aspects of their unusual physiology. Their", + "traits": "Dark Sight, Flyer (10), Natural Armour (Chitin), bodies are encased in a chitinous exoskeleton, and sports Improved Natural Weapons, Natural Weapons (Claws), many lethally sharp barbs. They see by way of three pairs of Unnatural Senses (see in normal, infrare" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma vehicle but getting one into close proximity with any (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). Carnifex is a dangerous proposition. Most Carnifex kills registered come from high energy SpecialRul", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton)" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. These gorge themselves on the fallen, tearing Armour (Exoskeleton), Size" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric Caravan: A convoy of ground crawlers carrying pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld vital supplies has to get through an area known to be —; Storm, Living Ammunition). frequented by Trygons. T", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. Primes are also being encountered in greater and greater", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour numbers within Hive Fleet Dagon, perhaps as a direct response (Bonded Exoskeleton), Multiple Arms, Unnatural Strength to the constantly evolving tactics of Imperial forces and the hive (x2), Unnatural Toughness" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending deliberate evolution of the Hive Mind in creating a lumbering, Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace heavily defended and utterly loyal bodyguard with no sense their Scything Talons with either a", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. as Tyrant Guard have only been observed on the battlefield", + "talents": "Fearless, Swift Attack. and most specimens recovered are extensively damaged by", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded the efforts of destroying them. Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. In battle, Venomthropes are therefore often found on the flanks of the SpecialRules swarm, or exploiting gaps to get at rear-echelon troops where Toxic Miasm", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10. lasting effects on the Imperium's efforts against the Tyranid", + "talents": "Ambidextrous, Swift Attack. swarms, and as soon as a new method or antidote is found", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive to counter the Venomthrope, it seems the creature quickly Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced adapts and overcomes it. 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Armour (Reinforced Chitin), Shadow in the Warp, Size Psykers who have witnessed these events liken it to the perils (Enormous), Synapse Creature" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Unnatural Strength (x2) Unnatural Toughness (x2) Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Speed: 3/6/9/18 Wounds: 15 Intimidate (S) +20 Skills: Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Ork Weapon), Furious Assault, Hardy, Iron Jaw", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Fighting, True Grit. 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In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). 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The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +1 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), The Headsman's Chainaxe (2d10+15 R, Pen 5; Tearing)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) Titanicus Princeps, a Cardinal-Aquilus, and a Commissar- +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) General. The Chamber of Vigilance has received intelligence +20, Literacy (Int), Scrutiny (Per) +...", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk shall be heaped at the base of the Blood God's throne next Charge, Combat Master, Crippling Strike, Diehard, Fearless, is a question to which several senior Inquisitor Lords of the Frenzy, Furious Assault, Hatre...", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen entropy, these devotees of pestilence summon forth 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; the psychic echo of this paragon of plagues, inflicting Pen 2; Toxic 1d10), Force Staff (1d10+10 R,...", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), refining his plagues, using he raging conflicts of the Jericho Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Reach as some vile breeding ground. Literacy (Int), Lore: Forbidden (Daemonology, Psykers,...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Action: Half Action Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Opposed: No Rapid Reload, Swift Attack. Range: 5 metres + Psy Rating radius", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Sustained: Yes Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Description: The grandest and most infamous of Unnatural Toughness (x3). Nurgle's contagions, Nurgle's Rot is known by many Psy Rati..." + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen (8) (8) 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, 48 48 45 45 45 45 47 55 32 Pen 5; Special)", + "skills": "Awareness (Per), Command (Fel) +20, Ciphers (Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, speciAl rules Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) Tides of Time: Atum Sum has the ability to perceive the ebb +20, Logic...", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), grand scheme to utilise the weird energies streaming from it. Unnatural Strength (x2), Unnatural Toughness (x2). Some have even claimed that Atum Sum has conversed with Psy Rating: 6 the Anomaly, or with some v..." + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) and the Dark Mechanicus of Samech have entered into an +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all unholy alliance, the only result of which can be the creation Skill Groups), (Int), Literacy (Int...", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Emperor back to the Well of Night, finally expelling them Drill, Combat Master, Counter Attack, Crushing Blow, Die from the Jericho Reach. Hard, Electro-Graft Use, The Flesh is Weak (3), +9 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996148983.json b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996148983.json new file mode 100644 index 0000000..7d7848d --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996148983.json @@ -0,0 +1,3921 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Biomorphs: At the GM's discre...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural Weapons (Scything Talons), Multiple Arms, Natural Armour (Bonded Exoskeleton), Regeneration (5), Size (Massive), Sturdy, Unnatural Strength (x3), +1 more" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; 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S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive Behaviour (Lurk), Tyranid" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), +1 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +6 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural Armour (Reinforced Chitin), Multiple Arms, Size (Hulking), Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Perception (x2), Unnatural Toughness (x2), +3 more" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural Weapons (Rending Claws), Multiple Arms, Natural Armour (Reinforced Chitin), Unnatural Agility (x2), Unnatural Speed, Unnatural Strength (x2), Unnatural Toughness (x2), Tyranid" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural Armour (Reinforced Chitin), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons), Size (Enormous), +2 more" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming Traits, the Swift Attack Talent, and their at...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural Weapons (Mandibles), Instinctive Behaviour (Feed), Natural Armour (Exoskeleton), Size (Puny), Tyranid" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try...", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Thickened scales), Size (Massive), Unnatural Strength (x3), +2 more" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons or Rending Claws), Shadow in the Warp, Size (Enormous), Synapse Creature, +1 more" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Unnatural Strength (x2), Unnatural Toughness (x3), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Size (Enormous), Sturdy, Tyranid" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced Chitin), Size (Enormous), Spore Cloud, Unnatural Strength (x2), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural Armour (Reinforced Chitin), Shadow in the Warp, Size (Enormous), Synapse Creature, Tyranid, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), choppa (1d10+7 R; Pen 2; Tearing, Unbalanced)", + "skills": "Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Street Fighting, True Grit", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Meganob", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-meganob", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ork Meganob", + "armour": { + "head": 6, + "body": 14, + "arm": 10, + "leg": 10 + }, + "weapons": "Twin-linked Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Swift Attack, +3 more", + "traits": "Auto-stabilised, Brutal Charge, Fear (1), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Warboss", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "58", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-warboss", + "wounds": 55, + "stats": { + "profile": { + "ws": 55, + "bs": 20, + "s": 55, + "t": 55, + "ag": 43, + "int": 33, + "per": 35, + "wp": 40, + "fel": 25 + }, + "movement": "4/8/12/24", + "wounds": 55, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Ork Warboss", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness(Per)+10, Command(Fel)+10, Dodge(Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +6 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2), Waaagh!" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "big Mek Wurrzog", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable), ‘uge orky wrench (1d10+15 R; Pen 2; Concussive, Unbalanced)", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), +3 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Crotalid", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws (1d5+7 I; Pen 2; Tearing, Primitive). SpecialRules Horde: Crotalids can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Crotalids gain the Warp Swimmers†† and...", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural Weapons. (jaws, claws), Quadruped, Natural Armour (Scaly hide), Size (hulking)" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; Pen 2; Tearing)", + "skills": "Awareness (Per)", + "talents": "Combat Master, Fearless, Heightened Senses (Smell)", + "traits": "Improved Natural Weapons, Natural Armour (Thick Scales), Natural Weapons (Bloodied Claws and Massive Jaws† ), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lacrymole", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, Tearing)", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent Move (Ag) +10, Shadowing (Ag), Slight of Hand (Ag), Swim (S), +1 more", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Natural Armour (6), Regeneration (5), Improved Natural Weapons (Mandibles)" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Loxatl Mercenaries", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 R; Pen 3; Clip 30; Reload 2 Full; Scatter, Tearing)", + "skills": "Awareness (Per), Dodge (Ag), Climb (S) +20, Concealment (Ag) +10, Search (Per) +10, Shadowing (Ag), Silent Move (Ag) +10, Secret Tongue (Loxatl) (Int), Swim (S) +20, Tracking (Int) +10", + "talents": "Heightened Senses (Taste, Touch), Talented (Climb, Swim)", + "traits": "Crawler, Dark Sight, Natural Weapons. (jaws, claws), Quadruped, Natural Armour (Slimy Hide), Unnatural Agility (x2), Unnatural Speed, Unnatural Senses (Taste/Vibration 75 metres)" + } + }, + { + "bestiaryName": "Apostate Cardinal", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "80", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/apostate-cardinal", + "wounds": 23, + "stats": { + "profile": { + "ws": 35, + "bs": 30, + "s": 32, + "t": 36, + "ag": 33, + "int": 40, + "per": 38, + "wp": 40, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 23, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Apostate Cardinal", + "armour": { + "head": 0, + "body": 0, + "arm": 0, + "leg": 3 + }, + "weapons": "Ceremonial maul containing concealed shock field generator (1d10+3 I; Pen 4; Shocking)", + "skills": "Awareness (Per), Charm (Fel) +10, Command (Fel) +20, Common Lore (Jericho Reach, War) (Int), Deceive (Fel) +10, Forbidden Lore (Heresy) +10 (Int), Inquiry (Fel) +10, Interrogation (WP), Literacy (Int), Intimidate (Str) +10, +3 more", + "talents": "Air of Authority, Battle Rage, Chem Geld, Die Hard, Disturbing Voice, Enemy (Adepta Sororitas, Ecclesiarchy, Inquisition), Frenzy, Hatred (Adepta Sororitas, Ecclesiarchy), Into The Jaws of Hell, Inspire Wrath, +6 more" + } + }, + { + "bestiaryName": "Pontifex Guard", + "type": "Human", + "affiliation": "Imperium: Criminal Underworld", + "book": "Mark of the Xenos", + "page": "83", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pontifex-guard", + "wounds": 25, + "stats": { + "profile": { + "ws": 40, + "bs": 45, + "s": 40, + "t": 45, + "ag": 45, + "int": 30, + "per": 35, + "wp": 40, + "fel": 20 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pontifex Guard", + "armour": { + "all": 6 + }, + "weapons": "Power sword (1d10+12 E; Pen 6; Power Field, Balanced)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Command (Fel), Common Lore (Jericho Reach) (Int), Concealment (Ag) +10, Dodge (Ag), Evaluate (Int), Forbidden Lore (Heresy) (Int), Intimidate (Str) +10, Scrutiny (Per) +10, +5 more", + "talents": "Assassin Strike, Blademaster, Chem Geld, Counter Attack, Crushing Blow, Deflect Shot, Disarm, Double Team, Heightened Senses (Sound), Light Sleeper, +6 more" + } + }, + { + "bestiaryName": "Samech Redemption Servitors", + "type": "Servitor", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "90", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/samech-redemption-servitors", + "wounds": 25, + "stats": { + "profile": { + "ws": 40, + "bs": 55, + "s": 40, + "t": 40, + "ag": 55, + "int": 15, + "per": 40, + "wp": 20, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Redemption Servitor", + "armour": { + "all": 6 + }, + "weapons": "Climbing Spindles (1d10+12 R; Pen 4; Unbalanced), Plasma Cutters (10m; S/2/–; 1d10+8 E; Pen 8; Clip N/A; Rld N/A; Volatile), Techxorcism Cannon (60m; S/–/–; 2d10+6 E; Pen Special††; Clip —; Rld —; Haywire(1), Recharge, Shocking, Special†† )", + "skills": "Acrobatics (Ag), Awareness (Per) +10, Climb (Str), Concealment (Ag) +20, Evaluate (Per)† +10, Search (Per) +10, Silent Move (Ag) +20, Trade (Reclaimator) +20", + "talents": "Binary Chatter, Concealed Cavity, Electrical Succour, Ferric Lure, Ferric Summons, Feedback Screech, Hoverer (5), Independent Targeting, Melee Weapon Training (Universal), Talented (Trade: Reclaimator), +1 more", + "traits": "Armour Plating, Auto-Stabilised, Dark Sight, Fear (1), Machine (4), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Slinnar War Machine", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma Scythe (1d10+15 E; Pen 7; Defensive, Felling, Power Field)", + "skills": "Acrobatics (Ag) +10, Awareness (Per), Common Lore (Jericho Reach), Speak Language (Low Gothic), Swim (S), Survival (Int)", + "talents": "Basic Weapon Training (Choose One), Fearless, Furious Assault, Leap Up, Melee Weapon Training (Primitive), Rapid Reaction, Swift Attack, Target Selection", + "traits": "Dark Sight, Undying" + } + }, + { + "bestiaryName": "Spire Slayer", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "94", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/spire-slayer", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 20, + "s": 60, + "t": 50, + "ag": 65, + "int": 50, + "per": 50, + "wp": 50, + "fel": 0 + }, + "movement": "12/24/36/72", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Spire Slayer", + "armour": { + "all": 9 + }, + "weapons": "Empyrean-forged pinions (1d10+14 R; Warp Weapon)", + "skills": "Acrobatics (Ag) +20, Awareness (Per) +10, Climb (S) +20, Concealment (Ag) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) Int +20, Security (Int), Silent Move (Ag) +20, Shadowing (Ag) +20, Survival (Int), +2 more", + "talents": "Ambidextrous, Assassin Strike, Combat Master, Crushing Blow, Dual Strike, Fearless, Leap Up, Lightning Attack, Lightning Reflexes, Preternatural Speed, +4 more", + "traits": "Daemonic (TB 10), Dark Sight, Fear 3, Flyer (12), From Beyond, Machine (2), Multiple Arms, Strange Physiology, The Stuff of Nightmares, Unnatural Agility (x2), +2 more" + } + }, + { + "bestiaryName": "Bloodthirster", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "100", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodthirster", + "wounds": 192, + "stats": { + "profile": { + "ws": 99, + "bs": 40, + "s": 75, + "t": 65, + "ag": 50, + "int": 48, + "per": 60, + "wp": 75, + "fel": 25 + }, + "movement": "7/14/21/42", + "wounds": 192, + "toughnessBonus": 12, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "bloodthirster", + "armour": { + "all": 13 + }, + "weapons": "Axe of Khorne (3d10+21 R; Pen 10; Felling (2), Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). SpecialRules EmissaryfortheSkullThrone: Unless the GM determines otherwise, a Bloodthirster is always accom...", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak Language (All known languages)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious Assault, Hammer Blow, Heightened Senses (All), +6 more", + "traits": "Brutal Charge, Daemonic (TB 12), † Daemonic Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From Beyond, Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +5 more" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Great Unclean One", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting...", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), Speak Language (All known languages)", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing Blow, Die Hard", + "traits": "Crawler, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Keeper of Secrets", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). SpecialRules AuraofAcquiescence: All Greater Daemons of Slaanesh are enshrouded by a beguiling, soporific aura that renders even the most chaste and devout o...", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Invocation (Will) +10, Psyniscience (Per) +20, +3 more", + "talents": "CounterAttack, CripplingStrike, HeightenedSenses(All), LightningAttack, LightningReflexes, PsyRating(8), PreciseBlow, PreternaturalSpeed, Sprint, StepAside, +3 more", + "traits": "Aura of Acquiescence, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Improved Natural Weapons (Daemonic Claws), Multiple Arms, Size (Massive), Unnatural Fellowship (x2), +6 more" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Lord of Change", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, Warp Weapon). SpecialRules Master of Plotters: All Daemons of Tzeentch are master schemers, their very essence a primal form of deceit and treachery, and the Lords of...", + "skills": "Awareness(Per), Blather(Fel)+20, Ciphers(All)(Int)+20, Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) +20, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore (All) (Int) +20, Intimidate (S) +20, +6 more", + "talents": "Blademaster, Combat Master, Lightning Attack, Resistance (Psychic Powers), Swift Attack, Strong Minded", + "traits": "Daemonic, † Daemonic Presence (TB 12), Dark Sight, Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), The Stuff of Nightmares, Improved Natural Weapons (Claws and Beak), Unnatural Strength (x3), +4 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Kyrus the Chantleader", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has made with the Ruinous Powers; this acts as a Force Field (see page 166 in the Deathwatch Rulebook) with...", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: Forbidden (Warp) +20, Security (Int), +1 more", + "talents": "Air of Authority, Blademaster, Counter-Attack, Combat Master, Crushing Blow, Fearless, Hammer Blow, Into the Jaws of Hell, Iron Discipline, Lightning Attack, +3 more", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "bloodletter", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp Weapon), Claws (1d10+10 R; Pen 2). SpecialRules Horde: When Bloodletters form a Horde, they gain the Disciplined and Blood Soaked Tide Traits. 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A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Preternatural Speed, Strange Physiology, Unnatural Agility (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Daemonett..." + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos Psychic Powers found on page 127" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +7 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), The Headsman's Chainaxe (2d10+15 R, Pen 5; Tearing)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +8 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; 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S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), Lore: Forbidden (Adeptus Mechanicus, Archeotech, Chaos, Tech, Warp) (Int), Scrutiny (Per) +20, +6 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +8 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996188651.json b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996188651.json new file mode 100644 index 0000000..f43bc53 --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996188651.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. They live in smallpacksandhunttogetherthrough the forests of Pech, cooperating to bring down larg...", + "skills": "Awareness (Per) +10", + "traits": "Bestial (only applies if rider is killed), Fieldcraft, Improved Natural" + } + }, + { + "bestiaryName": "Great Knarloc", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "21", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-knarloc", + "wounds": 50, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 50, + "t": 45, + "ag": 50, + "int": 10, + "per": 35, + "wp": 10, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 50, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Knarloc", + "weapons": "Beak (1d10+10 R; Pen 2). Krootox. Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. They live in smallpacksandhunttogetherthrough the forests of Pech, cooperating to bring down larg...", + "skills": "Awareness (Per) +10", + "traits": "Bestial (only applies if rider is killed), Fieldcraft, Improved Natural" + } + }, + { + "bestiaryName": "Kroot Hound", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "23", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kroot-hound", + "wounds": 18, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 40, + "t": 30, + "ag": 40, + "int": 18, + "per": 45, + "wp": 30, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Kroot Hound", + "weapons": "Beak (1d10+8 R; Pen 0). Horde: Kroot Hounds can be used as a Horde (see page 359 of the Deathwatch Rulebook). adVenture seed A great way to make use of Kroot Hounds is to have savage packs of them ranging the area in which the Kill- team is operating, hunting...", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent Move (Ag), Tracking (Int) +20", + "talents": "Heightened Senses (Hearing, Smell), Sprint, Takedown", + "traits": "Bestial, Improved Natural" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Pathfinder", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Vespid Stingwing", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; S/–/–; 1d10+12 E; Pen 8; Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Speak Language (Tau, Vespid) (Int), Survival (Int)", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), Catfall, Chem Geld, Hard Target, Lightning Reflexes", + "traits": "Dark Sight, Flyer (10), Natural" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Carnifex", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), +1 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +6 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try...", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; 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SpecialRules Horde: Crotalids can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Crotalids gain the Warp Swimmers†† and...", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; 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SpecialRules Master of Plotters: All Daemons of Tzeentch are master schemers, their very essence a primal form of deceit and treachery, and the Lords of...", + "skills": "Awareness(Per), Blather(Fel)+20, Ciphers(All)(Int)+20, Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) +20, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore (All) (Int) +20, Intimidate (S) +20, +6 more", + "talents": "Blademaster, Combat Master, Lightning Attack, Resistance (Psychic Powers), Swift Attack, Strong Minded", + "traits": "Daemonic, † Daemonic Presence (TB 12), Dark Sight, Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), The Stuff of Nightmares, Improved Natural" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Kyrus the Chantleader", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has made with the Ruinous Powers; this acts as a Force Field (see page 166 in the Deathwatch Rulebook) with...", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: Forbidden (Warp) +20, Security (Int), +1 more", + "talents": "Air of Authority, Blademaster, Counter-Attack, Combat Master, Crushing Blow, Fearless, Hammer Blow, Into the Jaws of Hell, Iron Discipline, Lightning Attack, +3 more", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "bloodletter", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp Weapon), Claws (1d10+10 R; Pen 2). 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A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; 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Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing),", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +8 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Numerology, Occult) (Int) +10, Psyniscience...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, Logic (Int) +20, Lore: Common (all Skill Groups) (Int), +9 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), Lore: Forbidden (Adeptus Mechanicus, Archeotech, Chaos, Tech, Warp) (Int), Scrutiny (Per) +20, +6 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +8 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996222933.json b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996222933.json new file mode 100644 index 0000000..2437e1b --- /dev/null +++ b/database/deathwatch-bestiary-extracted.json.pre-sanitize.1782996222933.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Preternatural Speed, Strange Physiology, Unnatural Agility (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Daemonett..." + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2)", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in..." + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plaguebearer", + "weapons": "Plaguesword (1d10+13; Pen 1; Felling 1, Toxic), Claws (1d10+8; Pen 2; Toxic)", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore (Numerology) (Int), Speak Language (any one)", + "talents": "Crippling Strike, Fearless", + "traits": "Daemonic (TB 10), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Regeneration (1), Strange Physiology, Unnatural Strength (x2), Unnatural Toughness (x2), +1 more" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Chaos Space Marine Sorcerer", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Blade (1d10+14 R; Pen 2)", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Legend, Numerology, Occult) (Int) +10, Psyniscience (Int) +20, Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +3 more", + "traits": "Dark Sight, † Mark of Chaos, Unnatural Strength (x2), Unnatural Toughness (x2). PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos Psychic Powers found on page 127" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +7 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno...", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing),", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +8 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5; Special)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Numerology, Occult) (Int) +10, Psyniscience...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5; Special)", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, Logic (Int) +20, Lore: Common (all Skill Groups) (Int), +9 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), Lore: Forbidden (Adeptus Mechanicus, Archeotech, Chaos, Tech, Warp) (Int), Scrutiny (Per) +20, +6 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +8 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/database/mariadb.js b/database/mariadb.js index 9188103..18727e2 100644 --- a/database/mariadb.js +++ b/database/mariadb.js @@ -1,6 +1,18 @@ const mysql = require('mysql2/promise'); const fs = require('fs'); const path = require('path'); +const dotenv = require('dotenv'); + +dotenv.config({ path: path.join(__dirname, '.env') }); +dotenv.config({ path: path.join(__dirname, '..', '.env') }); + +function requireEnv(name) { + const value = process.env[name]; + if (!value) { + throw new Error(`${name} must be set in database/.env or .env`); + } + return value; +} // Simple DB logger to backend.log const backendLogPath = path.join(__dirname, 'backend.log'); @@ -15,11 +27,11 @@ function logToFile(...args) { // Database configuration const dbConfig = { - host: '192.168.1.113', - user: 'deathwatch', - password: process.env.DB_PASSWORD || 'defaultpassword', - database: 'deathwatch', - port: 3307, + host: process.env.DB_HOST || '192.168.1.113', + user: process.env.DB_USER || 'deathwatch', + password: requireEnv('DB_PASSWORD'), + database: process.env.DB_NAME || 'deathwatch', + port: Number(process.env.DB_PORT || 3307), waitForConnections: true, connectionLimit: 10, queueLimit: 0 @@ -179,6 +191,27 @@ const createTables = async () => { ) `); + // Bestiary table. The active bestiary is stored here first; JSON files are + // kept as fallback/mirror for local development when MariaDB is unavailable. + await connection.execute(` + CREATE TABLE IF NOT EXISTS bestiary ( + id INT AUTO_INCREMENT PRIMARY KEY, + name VARCHAR(255) NOT NULL, + book VARCHAR(255), + page VARCHAR(50), + pdf VARCHAR(255), + stats TEXT, + profile TEXT, + snippet TEXT, + created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP, + updated_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP, + INDEX idx_bestiary_name (name), + INDEX idx_bestiary_book_page (book, page) + ) + `); + + await addColumnIfMissing(connection, 'bestiary', 'updated_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP'); + // Error reports table - logged-in users can submit error reports await connection.execute(` CREATE TABLE IF NOT EXISTS error_reports ( @@ -634,6 +667,89 @@ const bestiaryHelpers = { logToFile('MariaDB: Error getting all bestiary', error); return []; } + }, + + upsert: async (entry) => { + try { + const name = entry.bestiaryName || entry.name; + const book = entry.book || null; + const page = entry.page == null ? null : String(entry.page); + const pdf = entry.pdf || null; + const stats = { + ...(entry.stats || {}), + type: entry.type || entry.stats?.type || '', + affiliation: entry.affiliation || entry.stats?.affiliation || '', + sourceUrl: entry.sourceUrl || entry.stats?.sourceUrl || '' + }; + const profile = entry.profile || stats.profile || {}; + const snippet = entry.snippet || ''; + + const [existing] = await pool.execute( + `SELECT id FROM bestiary + WHERE name = ? AND COALESCE(book, '') = COALESCE(?, '') AND COALESCE(page, '') = COALESCE(?, '') + LIMIT 1`, + [name, book, page] + ); + + if (existing.length) { + await pool.execute( + `UPDATE bestiary + SET book = ?, page = ?, pdf = ?, stats = ?, profile = ?, snippet = ?, updated_at = CURRENT_TIMESTAMP + WHERE id = ?`, + [book, page, pdf, JSON.stringify(stats), JSON.stringify(profile), snippet, existing[0].id] + ); + return existing[0].id; + } + + const [result] = await pool.execute( + `INSERT INTO bestiary (name, book, page, pdf, stats, profile, snippet) + VALUES (?, ?, ?, ?, ?, ?, ?)`, + [name, book, page, pdf, JSON.stringify(stats), JSON.stringify(profile), snippet] + ); + return result.insertId; + } catch (error) { + logToFile('MariaDB: Error upserting bestiary entry', entry && (entry.bestiaryName || entry.name), error); + return null; + } + }, + + replaceAll: async (entries) => { + const connection = await pool.getConnection(); + try { + await connection.beginTransaction(); + await connection.execute('DELETE FROM bestiary'); + for (const entry of entries) { + const name = entry.bestiaryName || entry.name; + const stats = { + ...(entry.stats || {}), + type: entry.type || entry.stats?.type || '', + affiliation: entry.affiliation || entry.stats?.affiliation || '', + sourceUrl: entry.sourceUrl || entry.stats?.sourceUrl || '' + }; + const profile = entry.profile || stats.profile || {}; + await connection.execute( + `INSERT INTO bestiary (name, book, page, pdf, stats, profile, snippet) + VALUES (?, ?, ?, ?, ?, ?, ?)`, + [ + name, + entry.book || null, + entry.page == null ? null : String(entry.page), + entry.pdf || null, + JSON.stringify(stats), + JSON.stringify(profile), + entry.snippet || '' + ] + ); + } + await connection.commit(); + return entries.length; + } catch (error) { + await connection.rollback(); + logToFile('MariaDB: Error replacing bestiary', error); + throw error; + } finally { + connection.release(); + } } }; @@ -1022,7 +1138,7 @@ const errorReportHelpers = { }; // Initialize database -createTables().catch(error => { +const initializationPromise = createTables().catch(error => { console.error('Failed to initialize MariaDB:', error); logToFile('MariaDB: Initialization failed; continuing with degraded helpers', error); }); @@ -1040,5 +1156,6 @@ module.exports = { missionRollHelpers, simulationHelpers, errorReportHelpers, + initializationPromise, logToFile }; diff --git a/database/migrate-sqlite-to-mariadb.js b/database/migrate-sqlite-to-mariadb.js index 7d023af..3152221 100644 --- a/database/migrate-sqlite-to-mariadb.js +++ b/database/migrate-sqlite-to-mariadb.js @@ -3,16 +3,25 @@ const Database = require('better-sqlite3'); const mysql = require('mysql2/promise'); const path = require('path'); +const dotenv = require('dotenv'); + +dotenv.config({ path: path.join(__dirname, '.env') }); +dotenv.config({ path: path.join(__dirname, '..', '.env') }); + +if (!process.env.DB_PASSWORD) { + throw new Error('DB_PASSWORD must be set in database/.env or .env'); +} // SQLite database path const sqliteDbPath = path.join(__dirname, 'sqlite', 'deathwatch.db'); // MariaDB configuration const mariadbConfig = { - host: 'localhost', - user: 'deathwatch', - password: process.env.DB_PASSWORD || 'defaultpassword', - database: 'deathwatch' + host: process.env.DB_HOST || '192.168.1.113', + user: process.env.DB_USER || 'deathwatch', + password: process.env.DB_PASSWORD, + database: process.env.DB_NAME || 'deathwatch', + port: Number(process.env.DB_PORT || 3307) }; // Helper function to convert SQLite datetime to MySQL format diff --git a/database/pm2.config.js b/database/pm2.config.js index 918ea39..f921d2c 100644 --- a/database/pm2.config.js +++ b/database/pm2.config.js @@ -1,3 +1,7 @@ +const path = require('path'); +require('dotenv').config({ path: path.join(__dirname, '.env') }); +require('dotenv').config({ path: path.join(__dirname, '..', '.env') }); + module.exports = { apps: [ { @@ -15,8 +19,11 @@ module.exports = { merge_logs: true, env: { NODE_ENV: 'production', - PORT: 5000, - DB_PASSWORD: 'DwRoller@2025!' + PORT: 5000 + }, + env_production: { + NODE_ENV: 'production', + PORT: 5000 } } ] diff --git a/database/remote-extract/40krpgtools-bestiary-index.json b/database/remote-extract/40krpgtools-bestiary-index.json new file mode 100644 index 0000000..399c127 --- /dev/null +++ b/database/remote-extract/40krpgtools-bestiary-index.json @@ -0,0 +1,3813 @@ +{ + "source": "https://www.40krpgtools.com/bestiary/", + "importedAt": "2026-07-02T11:51:30.093Z", + "mode": { + "setting": "Deathwatch", + "includeExisting": false + }, + "count": 344, + "byBook": { + "Ark of Lost Souls": 43, + "Deathwatch Core Rulebook": 1, + "Falling Star": 3, + "Final Sanction": 5, + "First Founding": 5, + "Game Master's Kit": 4, + "Mark of the Xenos": 54, + "Oblivion's Edge": 6, + "Rising Tempest": 59, + "Rites of Battle": 36, + "The Achilus Assault": 13, + "The Emperor Protects": 47, + "The Emperor's Chosen": 8, + "The Jericho Reach": 27, + "The Outer Reach": 31, + "Ultramarines: A Warhammer 40,000 Movie": 2 + }, + "entries": [ + { + "name": "Mutant Horde", + "type": "Mutant", + "affiliation": "Non-affiliated", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "117", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/mutant-horde", + "key": "mutant horde", + "inActiveBestiary": false + }, + { + "name": "Space Hulk Survivor", + "type": "Human", + "affiliation": "Imperial Navy", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "117", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/space-hulk-survivor", + "key": "space hulk survivor", + "inActiveBestiary": false + }, + { + "name": "Ghilliam", + "type": "Mutant", + "affiliation": "Non-affiliated", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "118", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/ghilliam", + "key": "ghilliam", + "inActiveBestiary": false + }, + { + "name": "Hullghast", + "type": "Mutant", + "affiliation": "Non-affiliated", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "118", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/hullghast", + "key": "hullghast", + "inActiveBestiary": false + }, + { + "name": "Gretchin Slave", + "type": "Xenos", + "affiliation": "Ork", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "120", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/gretchin-slave", + "key": "gretchin slave", + "inActiveBestiary": false + }, + { + "name": "Wrekka", + "type": "Xenos", + "affiliation": "Ork", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "120", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/wrekka", + "key": "wrekka", + "inActiveBestiary": false + }, + { + "name": "Flash Git", + "type": "Xenos", + "affiliation": "Ork", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "121", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/flash-git", + "key": "flash git", + "inActiveBestiary": false + }, + { + "name": "Loota", + "type": "Xenos", + "affiliation": "Ork", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "121", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/loota", + "key": "loota", + "inActiveBestiary": false + }, + { + "name": "Big Mek", + "type": "Xenos", + "affiliation": "Ork", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "122", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/big-mek", + "key": "big mek", + "inActiveBestiary": false + }, + { + "name": "Exploratory Drone", + "type": "Machine", + "affiliation": "Tau", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "123", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/exploratory-drone", + "key": "exploratory drone", + "inActiveBestiary": false + }, + { + "name": "Vanguard Battlesuit XV-46", + "type": "Xenos", + "affiliation": "Tau", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "123", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/vanguard-battlesuit-xv-46", + "key": "vanguard battlesuit xv-46", + "inActiveBestiary": false + }, + { + "name": "Vanguard Commander XV-46-4", + "type": "Xenos", + "affiliation": "Tau", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "124", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/vanguard-commander-xv-46-4", + "key": "vanguard commander xv-46-4", + "inActiveBestiary": false + }, + { + "name": "Corsair", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "125", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/corsair", + "key": "corsair", + "inActiveBestiary": false + }, + { + "name": "Void Dreamer", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "126", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/void-dreamer", + "key": "void dreamer", + "inActiveBestiary": false + }, + { + "name": "Warp Spider", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "127", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/warp-spider", + "key": "warp spider", + "inActiveBestiary": false + }, + { + "name": "Warp Spider Exarch", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "127", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/warp-spider-exarch", + "key": "warp spider exarch", + "inActiveBestiary": false + }, + { + "name": "Renegade Reaver", + "type": "Human", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "128", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/renegade-reaver", + "key": "renegade reaver", + "inActiveBestiary": false + }, + { + "name": "Chaos Terminator", + "type": "Space Marine", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "129", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/chaos-terminator", + "key": "chaos terminator", + "inActiveBestiary": false + }, + { + "name": "Reaver Champion", + "type": "Human", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "129", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/reaver-champion", + "key": "reaver champion", + "inActiveBestiary": false + }, + { + "name": "Exalted Champion", + "type": "Space Marine", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "130", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/exalted-champion", + "key": "exalted champion", + "inActiveBestiary": false + }, + { + "name": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "130", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/ripper-swarm", + "key": "ripper swarm", + "inActiveBestiary": false + }, + { + "name": "Vectori-Strain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "131", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/vectori-strain-genestealer", + "key": "vectori-strain genestealer", + "inActiveBestiary": false + }, + { + "name": "Vectori-Strain Genestealer Broodlord", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "132", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/vectori-strain-genestealer-broodlord", + "key": "vectori-strain genestealer broodlord", + "inActiveBestiary": false + }, + { + "name": "Fury", + "type": "Daemon", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "133", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/fury", + "key": "fury", + "inActiveBestiary": false + }, + { + "name": "Screamer of Tzeentch", + "type": "Daemon", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "133", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/screamer-of-tzeentch", + "key": "screamer of tzeentch", + "inActiveBestiary": false + }, + { + "name": "Uhlevorix", + "type": "Daemon", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "134", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/uhlevorix", + "key": "uhlevorix", + "inActiveBestiary": false + }, + { + "name": "Luctos-Strain Grub", + "type": "Warp Entity", + "affiliation": "Psychneueuin", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "135", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/luctos-strain-grub", + "key": "luctos-strain grub", + "inActiveBestiary": false + }, + { + "name": "Luctos-Strain Drone", + "type": "Warp Entity", + "affiliation": "Psychneueuin", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "136", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/luctos-strain-drone", + "key": "luctos-strain drone", + "inActiveBestiary": false + }, + { + "name": "Luctos-Strain Queen", + "type": "Warp Entity", + "affiliation": "Psychneueuin", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "136", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/luctos-strain-queen", + "key": "luctos-strain queen", + "inActiveBestiary": false + }, + { + "name": "Mind Slaves", + "type": "Human", + "affiliation": "Enslaver", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "137", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/mind-slaves", + "key": "mind slaves", + "inActiveBestiary": false + }, + { + "name": "Enslaved Psyker", + "type": "Human", + "affiliation": "Enslaver", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "138", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/enslaved-psyker", + "key": "enslaved psyker", + "inActiveBestiary": false + }, + { + "name": "Enslaver", + "type": "Xenos", + "affiliation": "Enslaver", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "138", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/enslaver", + "key": "enslaver", + "inActiveBestiary": false + }, + { + "name": "Beast of Thule", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "139", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/beast-of-thule", + "key": "beast of thule", + "inActiveBestiary": false + }, + { + "name": "Watch Captain De Dominova", + "type": "Space Marine", + "affiliation": "Deathwatch", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "139", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/watch-captain-de-dominova", + "key": "watch captain de dominova", + "inActiveBestiary": false + }, + { + "name": "Navigator Ortellius", + "type": "Human", + "affiliation": "Navis Nobilite", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "140", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/navigator-ortellius", + "key": "navigator ortellius", + "inActiveBestiary": false + }, + { + "name": "Arno Stak", + "type": "Human", + "affiliation": "Imperium", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "141", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/arno-stak", + "key": "arno stak", + "inActiveBestiary": false + }, + { + "name": "Chief Killick", + "type": "Human", + "affiliation": "Imperial Navy", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "141", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/chief-killick", + "key": "chief killick", + "inActiveBestiary": false + }, + { + "name": "Sergeant-at-Arms Noto Corinthi", + "type": "Human", + "affiliation": "Imperial Navy", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "141", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/sergeant-at-arms-noto-corinthi", + "key": "sergeant-at-arms noto corinthi", + "inActiveBestiary": false + }, + { + "name": "Interrogator Thirl", + "type": "Human", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "142", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/interrogator-thirl", + "key": "interrogator thirl", + "inActiveBestiary": false + }, + { + "name": "Lay-Technician Ridu Kam", + "type": "Human", + "affiliation": "Imperial Navy", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "142", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/lay-technician-ridu-kam", + "key": "lay-technician ridu kam", + "inActiveBestiary": false + }, + { + "name": "Medicae Dhunn", + "type": "Human", + "affiliation": "Imperial Guard", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "142", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/medicae-dhunn", + "key": "medicae dhunn", + "inActiveBestiary": false + }, + { + "name": "Death Cultist Clorr", + "type": "Human", + "affiliation": "Imperium", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "143", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/death-cultist-clorr", + "key": "death cultist clorr", + "inActiveBestiary": false + }, + { + "name": "Warlord Geargut Throttleklaw", + "type": "Xenos", + "affiliation": "Ork", + "setting": "Deathwatch", + "book": "Ark of Lost Souls", + "page": "143", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ark-of-lost-souls/warlord-geargut-throttleklaw", + "key": "warlord geargut throttleklaw", + "inActiveBestiary": false + }, + { + "name": "Tyrannid Warrior", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "Deathwatch Core Rulebook", + "page": "370", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/deathwatch-core-rulebook/tyrannid-warrior", + "key": "tyrannid warrior", + "inActiveBestiary": false + }, + { + "name": "Warp Spider Aspect Warrior", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "Falling Star", + "page": "16", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/falling-star//", + "key": "warp spider aspect warrior", + "inActiveBestiary": false + }, + { + "name": "Warp Spider Exarch", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "Falling Star", + "page": "17", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/falling-star//", + "key": "warp spider exarch", + "inActiveBestiary": false + }, + { + "name": "Farseer", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "Falling Star", + "page": "18", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/falling-star//", + "key": "farseer", + "inActiveBestiary": false + }, + { + "name": "PDF Guardsman Horde", + "type": "Human", + "affiliation": "Planetary Defense Force", + "setting": "Deathwatch", + "book": "Final Sanction", + "page": "28", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/final-sanction/pdf-guardsman-horde", + "key": "pdf guardsman horde", + "inActiveBestiary": false + }, + { + "name": "Rebel Horde", + "type": "Human", + "affiliation": "Imperium: Rebels", + "setting": "Deathwatch", + "book": "Final Sanction", + "page": "28", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/final-sanction/rebel-horde", + "key": "rebel horde", + "inActiveBestiary": false + }, + { + "name": "Landsholm Broodlord", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "Final Sanction", + "page": "29", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/final-sanction/landsholm-broodlord", + "key": "landsholm broodlord", + "inActiveBestiary": false + }, + { + "name": "Landsholm Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "Final Sanction", + "page": "29", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/final-sanction/landsholm-genestealer", + "key": "landsholm genestealer", + "inActiveBestiary": false + }, + { + "name": "Rebel Leader", + "type": "Human", + "affiliation": "Imperium: Rebels", + "setting": "Deathwatch", + "book": "Final Sanction", + "page": "29", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/final-sanction/rebel-leader", + "key": "rebel leader", + "inActiveBestiary": false + }, + { + "name": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "First Founding", + "page": "83", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "key": "the headsman of cellebos", + "inActiveBestiary": false + }, + { + "name": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "First Founding", + "page": "85", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "key": "blight-master ussax", + "inActiveBestiary": false + }, + { + "name": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "First Founding", + "page": "88", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "key": "atum sum", + "inActiveBestiary": false + }, + { + "name": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "setting": "Deathwatch", + "book": "First Founding", + "page": "94", + "sourceUrl": 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false + }, + { + "name": "Magos Xenologis Erlan Klute", + "type": "Human", + "affiliation": "Adeptus Mechanicus", + "setting": "Deathwatch", + "book": "The Jericho Reach", + "page": "235", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-jericho-reach/magos-xenologis-erlan-klute", + "key": "magos xenologis erlan klute", + "inActiveBestiary": false + }, + { + "name": "Native Warrior", + "type": "Human", + "affiliation": "Imperium", + "setting": "Deathwatch", + "book": "The Jericho Reach", + "page": "236", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-jericho-reach/native-warrior", + "key": "native warrior", + "inActiveBestiary": false + }, + { + "name": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "The Jericho Reach", + "page": "236", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-jericho-reach/ripper-swarm", + "key": "ripper swarm", + "inActiveBestiary": false + }, + { + "name": "Tech-Priest", + "type": "Human", + "affiliation": "Adeptus Mechanicus", + "setting": "Deathwatch", + "book": "The Jericho Reach", + "page": "236", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-jericho-reach/tech-priest", + "key": "tech-priest", + "inActiveBestiary": false + }, + { + "name": "Gargoyles", + "type": "Xenos", + "affiliation": "Tyranid", + "setting": "Deathwatch", + "book": "The Jericho Reach", + "page": "237", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-jericho-reach/gargoyles", + "key": "gargoyles", + "inActiveBestiary": false + }, + { + "name": "Watch Captain Mathias", + "type": "Space Marine", + "affiliation": "Deathwatch", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "18", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/watch-captain-mathias", + "key": "watch captain mathias", + "inActiveBestiary": false + }, + { + "name": "Master of the Forge Xerill", + "type": "Space Marine", + "affiliation": "Deathwatch", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "20", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/master-of-the-forge-xerill", + "key": "master of the forge xerill", + "inActiveBestiary": false + }, + { + "name": "Prognosticator Rennin Tri'el", + "type": "Space Marine", + "affiliation": "Deathwatch", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "22", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/prognosticator-rennin-triel", + "key": "prognosticator rennin tri'el", + "inActiveBestiary": false + }, + { + "name": "Knight-Warden Alric", + "type": "Space Marine", + "affiliation": "Deathwatch", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "24", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/knight-warden-alric", + "key": "knight-warden alric", + "inActiveBestiary": false + }, + { + "name": "Farseer Erandel Voidsinger", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "59", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/farseer-erandel-voidsinger", + "key": "farseer erandel voidsinger", + "inActiveBestiary": false + }, + { + "name": "Haemonculus Vakillar U'riss", + "type": "Xenos", + "affiliation": "Dark Eldar", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "61", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/haemonculus-vakillar-uriss", + "key": "haemonculus vakillar u'riss", + "inActiveBestiary": false + }, + { + "name": "Ailill Nuada, Harlequin Shadowseer", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "62", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/ailill-nuada-harlequin-shadowseer", + "key": "ailill nuada, harlequin shadowseer", + "inActiveBestiary": false + }, + { + "name": "Corsair Lord Ebahn Lauma", + "type": "Xenos", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "64", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/corsair-lord-ebahn-lauma", + "key": "corsair lord ebahn lauma", + "inActiveBestiary": false + }, + { + "name": "Khoren'Shai (Gatorex)", + "type": "Beast", + "affiliation": "Eldar", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "64", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/khorenshai-gatorex", + "key": "khoren'shai (gatorex)", + "inActiveBestiary": false + }, + { + "name": "Overlord-Regent Ahhotekh", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "110", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/overlord-regent-ahhotekh", + "key": "overlord-regent ahhotekh", + "inActiveBestiary": false + }, + { + "name": "Lord Illmahnokh", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "111", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/lord-illmahnokh", + "key": "lord illmahnokh", + "inActiveBestiary": false + }, + { + "name": "Destroyer Lord", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "113", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/destroyer-lord", + "key": "destroyer lord", + "inActiveBestiary": false + }, + { + "name": "Cryptek Ozkan", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "116", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/cryptek-ozkan", + "key": "cryptek ozkan", + "inActiveBestiary": false + }, + { + "name": "Cryptek Rahkoz", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "117", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/cryptek-rahkoz", + "key": "cryptek rahkoz", + "inActiveBestiary": false + }, + { + "name": "Necron Lord", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "121", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/necron-lord", + "key": "necron lord", + "inActiveBestiary": false + }, + { + "name": "Necron Overlord", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "121", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/necron-overlord", + "key": "necron overlord", + "inActiveBestiary": false + }, + { + "name": "Cryptek", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "122", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/cryptek", + "key": "cryptek", + "inActiveBestiary": false + }, + { + "name": "Warrior", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "128", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/warrior", + "key": "warrior", + "inActiveBestiary": false + }, + { + "name": "Immortal", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "129", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/immortal", + "key": "immortal", + "inActiveBestiary": false + }, + { + "name": "Deathmark", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "130", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/deathmark", + "key": "deathmark", + "inActiveBestiary": false + }, + { + "name": "Lychguard", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "131", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/lychguard", + "key": "lychguard", + "inActiveBestiary": false + }, + { + "name": "Canoptek Spyder", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "132", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/canoptek-spyder", + "key": "canoptek spyder", + "inActiveBestiary": false + }, + { + "name": "Canoptek Wraith", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "133", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/canoptek-wraith", + "key": "canoptek wraith", + "inActiveBestiary": false + }, + { + "name": "Canoptek Scarab", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "134", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/canoptek-scarab", + "key": "canoptek scarab", + "inActiveBestiary": false + }, + { + "name": "Destroyer", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "135", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/destroyer", + "key": "destroyer", + "inActiveBestiary": false + }, + { + "name": "Destroyer Lord", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "136", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/destroyer-lord-2", + "key": "destroyer lord", + "inActiveBestiary": false + }, + { + "name": "Flayed One", + "type": "Xenos", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "136", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/flayed-one", + "key": "flayed one", + "inActiveBestiary": false + }, + { + "name": "Annihilation Barge", + "type": "Vehicle", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "138", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/annihilation-barge", + "key": "annihilation barge", + "inActiveBestiary": false + }, + { + "name": "Catacomb Command Barge", + "type": "Vehicle", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "138", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/catacomb-command-barge", + "key": "catacomb command barge", + "inActiveBestiary": false + }, + { + "name": "Doomsday Ark", + "type": "Vehicle", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "139", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/doomsday-ark", + "key": "doomsday ark", + "inActiveBestiary": false + }, + { + "name": "Ghost Ark", + "type": "Vehicle", + "affiliation": "Necrons", + "setting": "Deathwatch", + "book": "The Outer Reach", + "page": "140", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/the-outer-reach/ghost-ark", + "key": "ghost ark", + "inActiveBestiary": false + }, + { + "name": "Proteus", + "type": "Space Marine", + "affiliation": "Adeptus Astartes: Ultramarines", + "setting": "Deathwatch", + "book": "Ultramarines: A Warhammer 40,000 Movie", + "page": "2", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ultramarines-a-warhammer-40000-movie/", + "key": "proteus", + "inActiveBestiary": false + }, + { + "name": "Verenor", + "type": "Space Marine", + "affiliation": "Adeptus Astartes: Ultramarines", + "setting": "Deathwatch", + "book": "Ultramarines: A Warhammer 40,000 Movie", + "page": "3", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/ultramarines-a-warhammer-40000-movie/verenor", + "key": "verenor", + "inActiveBestiary": false + } + ] +} \ No newline at end of file diff --git a/database/routes/bestiaryRoutes.js b/database/routes/bestiaryRoutes.js index db8beb6..82e7703 100644 --- a/database/routes/bestiaryRoutes.js +++ b/database/routes/bestiaryRoutes.js @@ -59,10 +59,22 @@ async function loadBestiaryData() { function transformBestiaryEntry(entry) { const stats = entry.stats || {}; const profile = stats.profile || {}; + const isHorde = !!stats.horde || /horde/i.test(String(entry.bestiaryName || entry.name || '')); + const magnitudeRaw = stats.magnitude ?? entry.magnitude ?? entry.wounds ?? stats.wounds ?? profile.wounds; + + const parseWeaponDamage = (value) => { + const text = String(value || ''); + const damage = text.match(/\b\d+d\d+(?:\s*[+-]\s*\d+)?\s*[EIRX]?\b/i); + const pen = text.match(/\bPen(?:etration)?\s*(\d+)/i); + return { + damage: damage ? damage[0].replace(/\s+/g, '') : null, + pen: pen ? parseInt(pen[1], 10) : null + }; + }; // Calculate toughness bonus (TB = T/10 rounded down) const toughness = profile.t || profile.toughness || 0; - const tb = Math.floor(toughness / 10); + const tb = Number(stats.toughnessBonus) || Math.floor(toughness / 10); // Extract armor from various possible locations let armour = 0; @@ -71,20 +83,31 @@ function transformBestiaryEntry(entry) { if (stats.armour) { if (typeof stats.armour === 'number') { armour = stats.armour; + } else if (stats.armour.all !== undefined) { + armour = Number(stats.armour.all) || 0; } else if (stats.armour.body !== undefined) { armourByLoc = { 'Head': stats.armour.head || stats.armour.body || 0, 'Body': stats.armour.body || 0, - 'Left Arm': stats.armour.leftArm || stats.armour.body || 0, - 'Right Arm': stats.armour.rightArm || stats.armour.body || 0, - 'Left Leg': stats.armour.leftLeg || stats.armour.body || 0, - 'Right Leg': stats.armour.rightLeg || stats.armour.body || 0 + 'Left Arm': stats.armour.leftArm || stats.armour.la || stats.armour.arm || stats.armour.body || 0, + 'Right Arm': stats.armour.rightArm || stats.armour.ra || stats.armour.arm || stats.armour.body || 0, + 'Left Leg': stats.armour.leftLeg || stats.armour.ll || stats.armour.leg || stats.armour.body || 0, + 'Right Leg': stats.armour.rightLeg || stats.armour.rl || stats.armour.leg || stats.armour.body || 0 }; } } - // Extract wounds - const wounds = entry.wounds || stats.wounds || profile.wounds || null; + // Extract wounds, coercing strings like "29" or "29 (X)" to a number and + // falling back to a usable default so the roller's wounds tracker works. + const woundsRaw = isHorde ? magnitudeRaw : (entry.wounds ?? stats.wounds ?? profile.wounds); + let wounds = null; + if (typeof woundsRaw === 'number' && Number.isFinite(woundsRaw)) { + wounds = woundsRaw; + } else if (typeof woundsRaw === 'string') { + const m = woundsRaw.match(/\d+/); + if (m) wounds = parseInt(m[0], 10); + } + if (!Number.isFinite(wounds) || wounds <= 0) wounds = 15; // Extract characteristics for defense const ag = profile.ag || profile.agility || null; @@ -93,6 +116,8 @@ function transformBestiaryEntry(entry) { const transformed = { name: entry.bestiaryName || entry.name || 'Unknown', + horde: isHorde, + magnitude: isHorde ? wounds : undefined, tb: tb || 4, wounds: wounds, book: entry.book || '', @@ -102,6 +127,10 @@ function transformBestiaryEntry(entry) { ws: ws, bs: bs }; + + const weaponDefaults = parseWeaponDamage(stats.weapons || entry.weapons); + if (weaponDefaults.damage) transformed.damage = weaponDefaults.damage; + if (weaponDefaults.pen != null) transformed.pen = weaponDefaults.pen; if (armourByLoc) { transformed.armourByLoc = armourByLoc; @@ -118,13 +147,10 @@ router.get('/enemies', async (req, res) => { const entries = await loadBestiaryData(); // Transform entries for dice roller format + // Expose the full bestiary to the roller. transformBestiaryEntry supplies + // sensible fallbacks (TB, wounds) so entries with sparse stats still work. const enemies = entries - .filter(entry => { - // Only include entries with valid stats - const stats = entry.stats || {}; - const profile = stats.profile || {}; - return profile.t && (entry.wounds || stats.wounds || profile.wounds); - }) + .filter(entry => entry && (entry.bestiaryName || entry.name)) .map(transformBestiaryEntry); console.log(`Returning ${enemies.length} enemies for dice roller`); diff --git a/database/rules/rules-database.json b/database/rules/rules-database.json index f60c8c3..c0c3dfb 100644 --- a/database/rules/rules-database.json +++ b/database/rules/rules-database.json @@ -2507,6 +2507,42 @@ "midgamePriority": 85, "examples": "Before breaching the engine shrine, a marine rolls Tactics to identify the best approach and priority threat; success gives direction, not free Cohesion." }, + { + "id": "cr-skills-squad-tactics", + "rule_id": "cr-skills-squad-tactics", + "title": "Squad Tactics", + "summary": "Tactics (Int) check to read the battlefield for the Kill-team; limited to information and positioning.", + "content": "Squad Tactics is a Tactics Skill Test (Advanced / Intelligence), not a separate power.\nUse it to read enemy doctrine, priority targets, ambush risk, deployments, and the best approach for the Kill-team.\nLimits: success grants tactical information or positioning only. It does NOT grant free Squad Mode abilities, Cohesion, extra actions, or bonuses that a rule does not explicitly provide.\nOne Battle-Brother rolls for the read; extra Degrees of Success may reveal a better position, a priority threat, or a safer route.\nEntering Squad Mode and activating squad abilities still costs Cohesion and follows the Squad Mode rules; a Tactics success does not bypass them.", + "category": "skills", + "tags": [ + "squad tactics", + "tactics", + "skill", + "advanced", + "battlefield read", + "positioning" + ], + "aliases": [ + "Squad Tactics", + "Team Tactics", + "Tactical Read", + "Read Tactical Situation" + ], + "relatedRules": [ + "Tactics", + "Squad Mode", + "Cohesion", + "Command" + ], + "page": 94, + "pageEnd": 94, + "source": "Core Rulebook", + "sourceAbbr": "CR", + "sourceMethod": "curated", + "confidence": 0.95, + "midgamePriority": 82, + "examples": "The team rolls Squad Tactics before an assault; success names the priority threat and a covered approach, but they still spend Cohesion to enter Squad Mode and trigger a squad ability." + }, { "id": "cr-skills-tech-use", "rule_id": "cr-skills-tech-use", diff --git a/package.json b/package.json index 448258a..e84bdf0 100755 --- a/package.json +++ b/package.json @@ -39,6 +39,10 @@ "rules:import": "node scripts/import-midgame-rules-to-db.js", "rules:simulate": "node scripts/simulate-midplay-rules.js", "rules:verify-scenarios": "node scripts/verify-rules-ingame-scenarios.js", + "bestiary:index:40krpgtools": "node scripts/import-40krpgtools-bestiary-index.js", + "bestiary:hydrate": "node scripts/hydrate-bestiary-from-40krpgtools.js", + "bestiary:import-hordes": "node scripts/import-40krpgtools-hordes.js", + "bestiary:import-db": "node scripts/import-bestiary-json-to-db.js", "db:sqlite": "cd database && ./switch-db.sh sqlite", "pm2:start": "cd database && pm2 start pm2.config.js --env production --update-env", "pm2:stop": "pm2 stop deathwatch-server || true", diff --git a/public/deathwatch-bestiary-extracted.json b/public/deathwatch-bestiary-extracted.json index 3773d3d..45152dc 100644 --- a/public/deathwatch-bestiary-extracted.json +++ b/public/deathwatch-bestiary-extracted.json @@ -1,88 +1,85 @@ { - "generatedAt": "2025-08-17T12:49:07.093Z", - "count": 34, + "generatedAt": "2026-07-02T13:09:19.375Z", + "count": 98, "results": [ { "bestiaryName": "Battle Servitor (Erioch-Pattern)", "book": "Deathwatch Core Rulebook", "page": "376", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", "stats": { "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 }, - "movement": "7/14/21/42", - "wounds": 120, + "movement": "3/6/9/18", + "wounds": 20, "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", - "chosenOffset": -2 + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 }, - "wounds": 120, + "wounds": 20, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + "armour": { + "all": 7 + } }, { "bestiaryName": "Chaos Heretic", "book": "Deathwatch Core Rulebook", - "page": "364", + "page": "361", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { "ws": 35, - "bs": 25, - "s": 30, - "t": 30, + "bs": 35, + "s": 35, + "t": 35, "ag": 30, "int": 20, "per": 30, - "wp": 40, + "wp": 35, "fel": 20 }, "movement": "3/6/9/18", "wounds": 10, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": 1 + "armour": { + "head": 6, + "body": 8, + "arm": 6, + "leg": 6 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false }, "_generatedPlaceholder": [ { @@ -92,263 +89,247 @@ ], "profile": { "ws": 35, - "bs": 25, - "s": 30, - "t": 30, + "bs": 35, + "s": 35, + "t": 35, "ag": 30, "int": 20, "per": 30, - "wp": 40, + "wp": 35, "fel": 20 }, "wounds": 10, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "head": 6, + "body": 8, + "arm": 6, + "leg": 6 + } }, { "bestiaryName": "Chaos Space Marine", "book": "Deathwatch Core Rulebook", "page": "363", "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", - "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", "stats": { "profile": { - "ws": 14, - "bs": 8, - "s": 50, - "t": 50, - "ag": 65, - "int": 45, + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, "per": 40, - "wp": 35, - "fel": 40 + "wp": 43, + "fel": 17 }, - "movement": "5/10/15/30", + "movement": "4/8/12/24", "wounds": 29, "toughness": null, - "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", - "chosenOffset": 0 + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 14, - "bs": 8, - "s": 50, - "t": 50, - "ag": 65, - "int": 45, + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, "per": 40, - "wp": 35, - "fel": 40 + "wp": 43, + "fel": 17 }, "wounds": 29, "movement": "5/10/15/30", "toughness": null, - "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + } }, { "bestiaryName": "Chapter Serf", "book": "Deathwatch Core Rulebook", "page": "374", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", "stats": { "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 }, - "movement": "7/14/21/42", - "wounds": 120, + "movement": "4/8/12/24", + "wounds": 12, "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", - "chosenOffset": 0 + "armour": { + "all": 0 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 }, - "wounds": 120, + "wounds": 12, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + "armour": { + "all": 0 + } }, { "bestiaryName": "Civilian", "book": "Deathwatch Core Rulebook", "page": "374", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", "stats": { "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 }, - "movement": "7/14/21/42", - "wounds": 120, + "movement": "4/8/12/24", + "wounds": 6, "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", - "chosenOffset": 0 + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 }, - "wounds": 120, + "wounds": 6, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + "armour": { + "all": 0 + } }, { "bestiaryName": "Daemon Prince", - "book": "Deathwatch Core Rulebook", + "book": "Mark of the Xenos", "page": "362", "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", - "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", "stats": { "profile": { - "ws": 18, - "bs": 12, - "s": 75, - "t": 60, - "ag": 66, + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, "int": 45, - "per": 48, - "wp": 48, - "fel": 48 + "per": 45, + "wp": 60, + "fel": 40 }, - "movement": "7/14/21/42", + "movement": "6/12/18/36", "wounds": 80, "toughness": null, - "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", - "chosenOffset": 1 + "armour": { + "all": 10 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, - "bs": 12, - "s": 75, - "t": 60, - "ag": 66, + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, "int": 45, - "per": 48, - "wp": 48, - "fel": 48 + "per": 45, + "wp": 60, + "fel": 40 }, "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + "armour": { + "all": 10 + } }, { "bestiaryName": "Gun Drone", "book": "Deathwatch Core Rulebook", - "page": "367", + "page": "368", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { - "ws": 35, + "ws": 20, "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, - "wp": 40, - "fel": 20 + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 }, - "movement": "3/6/9/18", - "wounds": 6, + "movement": "-", + "wounds": 15, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": -2 + "armour": { + "all": 6 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false }, "_generatedPlaceholder": [ { @@ -357,293 +338,275 @@ } ], "profile": { - "ws": 35, + "ws": 20, "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, - "wp": 40, - "fel": 20 + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 }, - "wounds": 6, + "wounds": 15, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "all": 6 + } }, { "bestiaryName": "Hive Tyrant", "book": "Deathwatch Core Rulebook", - "page": "369", + "page": "371", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T", "stats": { "profile": { - "ws": 18, - "bs": 12, - "s": 75, - "t": 60, - "ag": 66, + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, "int": 45, - "per": 48, - "wp": 48, - "fel": 48 + "per": 49, + "wp": 70, + "fel": 10 }, "movement": "7/14/21/42", - "wounds": 80, + "wounds": 120, "toughness": null, - "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", - "chosenOffset": -2 + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 18, - "bs": 12, - "s": 75, - "t": 60, - "ag": 66, + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, "int": 45, - "per": 48, - "wp": 48, - "fel": 48 + "per": 49, + "wp": 70, + "fel": 10 }, - "wounds": 80, + "wounds": 120, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", - "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + "armour": { + "all": 10 + } }, { "bestiaryName": "Hormagaunt", "book": "Deathwatch Core Rulebook", - "page": "371", + "page": "372", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", "stats": { "profile": { - "ws": 10, - "bs": 10, + "ws": 45, + "bs": 20, "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 }, - "movement": "12/24/36/72", - "wounds": 90, + "movement": "9/18/27/54", + "wounds": 9, "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", - "chosenOffset": -1 + "armour": { + "all": 0 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 10, - "bs": 10, + "ws": 45, + "bs": 20, "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 }, - "wounds": 90, + "wounds": 9, "movement": "12/24/36/72", "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + "armour": { + "all": 0 + } }, { "bestiaryName": "Imperial Agent", "book": "Deathwatch Core Rulebook", "page": "374", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", "stats": { "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 }, - "movement": "7/14/21/42", - "wounds": 120, + "movement": "4/8/12/24", + "wounds": 12, "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", - "chosenOffset": 0 + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 }, - "wounds": 120, + "wounds": 12, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + "armour": { + "all": 4 + } }, { "bestiaryName": "Imperial Guard Field Officer", "book": "Deathwatch Core Rulebook", "page": "375", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", "stats": { "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, "fel": 45 }, - "movement": "7/14/21/42", - "wounds": 120, + "movement": "3/6/9/18", + "wounds": 12, "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", - "chosenOffset": -1 + "armour": { + "head": 4, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, "fel": 45 }, - "wounds": 120, + "wounds": 12, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + "armour": { + "head": 4, + "body": 6, + "arm": 4, + "leg": 4 + } }, { "bestiaryName": "Imperial Guard Senior Officer", "book": "Deathwatch Core Rulebook", "page": "375", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", "stats": { "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 }, - "movement": "7/14/21/42", - "wounds": 120, + "movement": "3/6/9/18", + "wounds": 16, "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", - "chosenOffset": -1 + "armour": { + "head": 4, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 }, - "wounds": 120, + "wounds": 16, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + "armour": { + "head": 4, + "body": 6, + "arm": 4, + "leg": 4 + } }, { "bestiaryName": "Imperial Guardsman", "book": "Deathwatch Core Rulebook", - "page": "375", + "page": "360", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "Imperial Guardsmen are the backbone of the Imperium's military forces. These brave soldiers come from countless worlds across the galaxy, trained to fight the Emperor's enemies with basic equipment and unwavering faith. Though individually weak compared to the superhuman Astartes, they make up for this with numbers, courage, and tactical flexibility.", "stats": { "profile": { "ws": 35, @@ -654,19 +617,22 @@ "int": 30, "per": 30, "wp": 30, - "fel": 25 + "fel": 30 }, "movement": "3/6/9/18", "wounds": 11, "toughness": 30, - "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", - "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", - "traits": "None", - "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", - "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", - "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", - "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", - "chosenOffset": 0 + "armour": { + "head": 2, + "body": 4, + "arm": 2, + "leg": 2 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true }, "profile": { "ws": 35, @@ -677,18 +643,17 @@ "int": 30, "per": 30, "wp": 30, - "fel": 25 + "fel": 30 }, "wounds": 11, "movement": "3/6/9/18", "toughness": 30, - "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", - "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", - "traits": "None", - "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", - "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", - "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", - "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "armour": { + "head": 2, + "body": 4, + "arm": 2, + "leg": 2 + }, "psychicPowers": "None", "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", @@ -702,82 +667,79 @@ "book": "Deathwatch Core Rulebook", "page": "376", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", "stats": { "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 }, - "movement": "7/14/21/42", - "wounds": 120, + "movement": "3/6/9/18", + "wounds": 15, "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", - "chosenOffset": -2 + "armour": { + "all": 7 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, - "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 }, - "wounds": 120, + "wounds": 15, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + "armour": { + "all": 7 + } }, { "bestiaryName": "Renegade Militia", "book": "Deathwatch Core Rulebook", - "page": "364", + "page": "360", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { - "ws": 35, - "bs": 25, + "ws": 30, + "bs": 30, "s": 30, "t": 30, "ag": 30, - "int": 20, + "int": 25, "per": 30, - "wp": 40, - "fel": 20 + "wp": 30, + "fel": 25 }, "movement": "3/6/9/18", "wounds": 9, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": 1 + "armour": { + "head": 2, + "body": 4, + "arm": 2, + "leg": 2 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true }, "_generatedPlaceholder": [ { @@ -786,108 +748,104 @@ } ], "profile": { - "ws": 35, - "bs": 25, + "ws": 30, + "bs": 30, "s": 30, "t": 30, "ag": 30, - "int": 20, + "int": 25, "per": 30, - "wp": 40, - "fel": 20 + "wp": 30, + "fel": 25 }, "wounds": 9, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "head": 2, + "body": 4, + "arm": 2, + "leg": 2 + } }, { "bestiaryName": "Servo-Skull", "book": "Deathwatch Core Rulebook", "page": "376", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", "stats": { "profile": { - "ws": 18, + "ws": 1, "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 }, - "movement": "7/14/21/42", - "wounds": 120, + "movement": "4/8/12/24", + "wounds": 3, "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", - "chosenOffset": -2 + "armour": { + "all": 0 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 18, + "ws": 1, "bs": 15, - "s": 14, - "t": 78, - "ag": 33, - "int": 60, - "per": 53, - "wp": 45, - "fel": 45 + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 }, - "wounds": 120, + "wounds": 3, "movement": "7/14/21/42", "toughness": null, - "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", - "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + "armour": { + "all": 0 + } }, { "bestiaryName": "Tau Commander", - "book": "Deathwatch Core Rulebook", + "book": "Mark of the Xenos", "page": "365", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { - "ws": 35, - "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, - "wp": 40, - "fel": 20 + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 }, - "movement": "3/6/9/18", - "wounds": 13, + "movement": "12/24/36/72", + "wounds": 90, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": 0 + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false }, "_generatedPlaceholder": [ { @@ -896,108 +854,110 @@ } ], "profile": { - "ws": 35, - "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, - "wp": 40, - "fel": 20 + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 }, - "wounds": 13, + "wounds": 90, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + } }, { "bestiaryName": "Tau Fire Warrior", "book": "Deathwatch Core Rulebook", - "page": "368", + "page": "369", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", "stats": { "profile": { - "ws": 10, - "bs": 10, - "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 }, - "movement": "12/24/36/72", - "wounds": 90, + "movement": "3/6/9/18", + "wounds": 12, "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", - "chosenOffset": 2 + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 10, - "bs": 10, - "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 }, - "wounds": 90, + "wounds": 12, "movement": "12/24/36/72", "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + } }, { "bestiaryName": "Tau Stealth Suit", "book": "Deathwatch Core Rulebook", - "page": "366", + "page": "368", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", "stats": { "profile": { - "ws": 35, - "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, "wp": 40, - "fel": 20 + "fel": 40 }, - "movement": "3/6/9/18", - "wounds": 8, + "movement": "4/8/12/28", + "wounds": 30, "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", - "chosenOffset": -1 + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false }, "_generatedPlaceholder": [ { @@ -1006,130 +966,119 @@ } ], "profile": { - "ws": 35, - "bs": 25, - "s": 30, - "t": 30, - "ag": 30, - "int": 20, - "per": 30, + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, "wp": 40, - "fel": 20 + "fel": 40 }, - "wounds": 8, + "wounds": 30, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", - "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + } }, { "bestiaryName": "Termagant", "book": "Deathwatch Core Rulebook", - "page": "371", + "page": "372", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", "stats": { "profile": { - "ws": 10, - "bs": 10, - "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 }, - "movement": "12/24/36/72", - "wounds": 90, + "movement": "3/6/9/18", + "wounds": 8, "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", - "chosenOffset": -1 + "armour": { + "all": 0 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true }, "profile": { - "ws": 10, - "bs": 10, - "s": 35, - "t": 55, - "ag": 50, - "int": 57, - "per": 45, - "wp": 40, - "fel": 55 + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 }, - "wounds": 90, + "wounds": 8, "movement": "12/24/36/72", "toughness": null, - "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", - "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + "armour": { + "all": 0 + } }, { - "bestiaryName": "Tyrannid Warrior", + "bestiaryName": "Tyranid Warrior", "book": "Deathwatch Core Rulebook", "page": "370", "pdf": "Deathwatch - Core Rulebook.pdf", - "pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe", "stats": { "profile": { - "ws": 14, - "bs": 8, - "s": 50, + "ws": 55, + "bs": 30, + "s": 60, "t": 50, - "ag": 65, - "int": 45, - "per": 40, - "wp": 35, - "fel": 40 + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 }, - "movement": "5/10/15/30", - "wounds": 29, + "movement": "6/12/18/36", + "wounds": 48, "toughness": null, - "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", - "chosenOffset": -2 + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false }, "profile": { - "ws": 14, - "bs": 8, - "s": 50, + "ws": 55, + "bs": 30, + "s": 60, "t": 50, - "ag": 65, - "int": 45, - "per": 40, - "wp": 35, - "fel": 40 + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 }, - "wounds": 29, + "wounds": 48, "movement": "5/10/15/30", "toughness": null, - "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", - "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + "armour": { + "all": 6 + } }, { "name": "Alexei Drahj", @@ -1140,7 +1089,7 @@ "profile": { "ws": 10, "bs": 12, - "s": 8, + "s": 80, "t": 55, "ag": 50, "int": 58, @@ -1153,18 +1102,22 @@ }, "movement": "4/8/12/24", "wounds": 38, - "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", - "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": { + "all": 0 + }, + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/\u2013/\u2013; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true }, "profile": { "ws": 10, "bs": 12, - "s": 8, + "s": 80, "t": 55, "ag": 50, "int": 58, @@ -1177,13 +1130,11 @@ }, "wounds": 38, "movement": "4/8/12/24", - "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", - "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", - "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + "armour": { + "all": 0 + }, + "bestiaryName": "Alexei Drahj", + "book": "Deathwatch - The Emperor Protects.pdf" }, { "name": "Brother-Sergeant Agamorr", @@ -1219,14 +1170,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "8", "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Astartes Bolter", @@ -1244,7 +1194,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.798Z", "profile": { "ws": 50, @@ -1261,13 +1210,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "8", - "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", - "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", - "snippet": null + "armour": "8" }, { "name": "Ork Nob Skarjaw", @@ -1302,14 +1245,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "6", "weapons": "Stikkbombs", "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Big Choppa", @@ -1327,7 +1269,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 45, @@ -1344,13 +1285,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "6", - "weapons": "Stikkbombs", - "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", - "snippet": null + "armour": "6" }, { "name": "Inquisitor Vex", @@ -1385,14 +1320,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "6", "weapons": "Bolt Pistol; Power Sword", "gear": "Bolt Pistol; Power Sword; Carapace Armor; Auspex", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Bolt Pistol", @@ -1410,7 +1344,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 40, @@ -1427,13 +1360,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "6", - "weapons": "Bolt Pistol; Power Sword", - "gear": "Bolt Pistol; Power Sword; Carapace Armor; Auspex", - "snippet": null + "armour": "6" }, { "name": "Genestealer Patriarch", @@ -1468,14 +1395,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "4", "weapons": "Psychic Powers", "gear": "Rending Claws; Scything Talons; Psychic Powers", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Rending Claws", @@ -1492,7 +1418,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 65, @@ -1509,13 +1434,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "4", - "weapons": "Psychic Powers", - "gear": "Rending Claws; Scything Talons; Psychic Powers", - "snippet": null + "armour": "4" }, { "name": "Tech-Adept Zephon", @@ -1550,14 +1469,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "5", "weapons": "Laspistol; Omnissian Axe", "gear": "Laspistol; Omnissian Axe; Servo-skull; Mechadendrites", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Laspistol", @@ -1575,7 +1493,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 30, @@ -1592,13 +1509,7 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "5", - "weapons": "Laspistol; Omnissian Axe", - "gear": "Laspistol; Omnissian Axe; Servo-skull; Mechadendrites", - "snippet": null + "armour": "5" }, { "name": "Chaos Cultist Champion", @@ -1633,14 +1544,13 @@ }, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, "armour": "3", "weapons": "Autogun; Knife", "gear": "Autogun; Knife; Flak Armor; Chaos Symbol", - "snippet": null, - "chosenOffset": null + "chosenOffset": null, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true }, "equipment": [ "Autogun", @@ -1658,7 +1568,6 @@ "book": "Deathwatch: The Emperor Protects", "page": null, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "updatedAt": "2025-08-16T21:13:28.799Z", "profile": { "ws": 35, @@ -1675,20 +1584,13 @@ "wounds": 80, "movement": "7/14/21/42", "toughness": null, - "skills": null, - "talents": null, - "traits": null, - "armour": "3", - "weapons": "Autogun; Knife", - "gear": "Autogun; Knife; Flak Armor; Chaos Symbol", - "snippet": null + "armour": "3" }, { "bestiaryName": "Prince-Prefect Allewis", "book": "Deathwatch: The Emperor Protects", "page": 89, "pdf": "Deathwatch__The_Emperor_Protects.pdf", - "pageText": null, "stats": { "profile": { "ws": 46, @@ -1704,9 +1606,8 @@ "movement": "3/6/9/18", "wounds": 16, "toughness": null, - "skills": "Awareness (Per) +10, Carouse (T), Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10.", - "talents": "Master Orator, Melee Weapon Training (Primitive), Pistol Weapon Training (Las).", - "traits": null, + "skills": "Awareness (Per) +10, Carouse (T), Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive), Pistol Weapon Training (Las)", "armour": { "0": "N", "1": "o", @@ -1717,33 +1618,11 @@ "type": "None", "value": 0 }, - "weapons": [ - { - "damage": "1d10+3", - "name": "Monoblade", - "pen": 2, - "traits": [ - "Balanced" - ], - "type": "R" - }, - { - "clip": 1, - "damage": "1d10+3", - "name": "Duelling Laspistol", - "pen": 7, - "range": "30m", - "reload": "1 Full", - "rof": "S/-/-", - "traits": [ - "Accurate", - "Tearing" - ], - "type": "E" - } - ], - "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol.", - "snippet": "Prince-Prefect Allewis Profile wS BS S T Ag Int Per wP Fel 46 34 33 41 35 50 52 45 44 Movement: 3/6/9/18 Wounds: 16" + "weapons": "[object Object],[object Object]", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol", + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true }, "apiId": 10, "profile": { @@ -1760,53 +1639,15 @@ "wounds": 16, "movement": "3/6/9/18", "toughness": null, - "skills": "Awareness (Per) +10, Carouse (T), Charm (Fel) +10, Command (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10.", - "talents": "Master Orator, Melee Weapon Training (Primitive), Pistol Weapon Training (Las).", - "traits": null, "armour": { - "0": "N", - "1": "o", - "2": "n", - "3": "e", - "4": ".", - "locations": [], - "type": "None", - "value": 0 - }, - "weapons": [ - { - "damage": "1d10+3", - "name": "Monoblade", - "pen": 2, - "traits": [ - "Balanced" - ], - "type": "R" - }, - { - "clip": 1, - "damage": "1d10+3", - "name": "Duelling Laspistol", - "pen": 7, - "range": "30m", - "reload": "1 Full", - "rof": "S/-/-", - "traits": [ - "Accurate", - "Tearing" - ], - "type": "E" - } - ], - "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol.", - "snippet": "Prince-Prefect Allewis Profile wS BS S T Ag Int Per wP Fel 46 34 33 41 35 50 52 45 44 Movement: 3/6/9/18 Wounds: 16" + "all": 0 + } }, { "bestiaryName": "caele Rylus Darkscourge", "book": "remote-extract", "page": 49, "pdf": "all_deathwatch_statblocks.json", - "pageText": null, "stats": { "ws": 68, "bs": 48, @@ -1818,23 +1659,25 @@ "wp": 52, "fel": 50, "profile": { - "ws": 45, - "bs": 35, - "s": 4, - "t": 4, - "ag": 4, - "int": 3, - "per": 3, - "wp": 5, - "fel": 4 + "ws": 68, + "bs": 48, + "s": 66, + "t": 65, + "ag": 55, + "int": 48, + "per": 45, + "wp": 52, + "fel": 50 }, - "movement": "6/12/18/36", - "wounds": 18, - "weapons": [ - { - "name": "Elite blade (placeholder)" - } - ] + "movement": "5/10/15/30", + "wounds": 35, + "weapons": "[object Object]", + "toughnessBonus": 6, + "statSource": "ocr", + "needsReview": false, + "armour": { + "all": 6 + } }, "_generatedPlaceholder": [ { @@ -1843,30 +1686,27 @@ } ], "profile": { - "ws": 45, - "bs": 35, - "s": 4, - "t": 4, - "ag": 4, - "int": 3, - "per": 3, - "wp": 5, - "fel": 4 + "ws": 68, + "bs": 48, + "s": 66, + "t": 65, + "ag": 55, + "int": 48, + "per": 45, + "wp": 52, + "fel": 50 }, - "wounds": 18, + "wounds": 35, "movement": "6/12/18/36", - "weapons": [ - { - "name": "Elite blade (placeholder)" - } - ] + "armour": { + "all": 6 + } }, { "bestiaryName": "Father Marius", "book": "Deathwatch: The Emperor Protects", "page": 50, "pdf": "all_deathwatch_statblocks.json", - "pageText": null, "stats": { "ws": 38, "bs": 28, @@ -1878,23 +1718,25 @@ "wp": 48, "fel": 50, "profile": { - "ws": 40, - "bs": 30, - "s": 3, - "t": 4, - "ag": 3, - "int": 4, - "per": 4, - "wp": 5, - "fel": 4 + "ws": 38, + "bs": 28, + "s": 40, + "t": 35, + "ag": 42, + "int": 31, + "per": 45, + "wp": 48, + "fel": 50 }, "movement": "4/8/12/24", "wounds": 22, - "weapons": [ - { - "name": "Priestly relic (placeholder)" - } - ] + "weapons": "[object Object]", + "toughnessBonus": 3, + "statSource": "ocr", + "needsReview": false, + "armour": { + "all": 0 + } }, "_generatedPlaceholder": [ { @@ -1904,30 +1746,27 @@ ], "apiId": 3, "profile": { - "ws": 40, - "bs": 30, - "s": 3, - "t": 4, - "ag": 3, - "int": 4, - "per": 4, - "wp": 5, - "fel": 4 + 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When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. 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If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. 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This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5; Special)", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), +3 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782994078933.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782994078933.json new file mode 100644 index 0000000..15450a9 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782994078933.json @@ -0,0 +1,1945 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 38, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8", + "weapons": "Astartes 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commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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10, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "4" + }, + { + "name": "Tech-Adept Zephon", + "type": "Tech-Priest", + "faction": "Adeptus Mechanicus", + "threat": "Elite", + "description": "Augmented servant of the Omnissiah with extensive cybernetic modifications", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 5, + "bs": 45, + "fel": 20, + "int": 50, + "per": 40, + "s": 35, + "t": 40, + "wounds": 80, + "wp": 35, + "ws": 30, + "profile": { + "ws": 30, + "bs": 45, + "s": 35, + "t": 40, + "ag": 30, + "int": 50, + "per": 40, + "wp": 35, + "fel": 20, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "5", + "weapons": "Laspistol; Omnissian Axe", + "gear": "Laspistol; Omnissian Axe; Servo-skull; Mechadendrites", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Laspistol", + "Omnissian 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Most Carnifex kills registered come from high energy SpecialRul", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton)" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. These gorge themselves on the fallen, tearing Armour (Exoskeleton), Size" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric Caravan: A convoy of ground crawlers carrying pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld vital supplies has to get through an area known to be —; Storm, Living Ammunition). frequented by Trygons. T", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. Primes are also being encountered in greater and greater", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour numbers within Hive Fleet Dagon, perhaps as a direct response (Bonded Exoskeleton), Multiple Arms, Unnatural Strength to the constantly evolving tactics of Imperial forces and the hive (x2), Unnatural Toughness" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending deliberate evolution of the Hive Mind in creating a lumbering, Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace heavily defended and utterly loyal bodyguard with no sense their Scything Talons with either a", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. as Tyrant Guard have only been observed on the battlefield", + "talents": "Fearless, Swift Attack. and most specimens recovered are extensively damaged by", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded the efforts of destroying them. Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. In battle, Venomthropes are therefore often found on the flanks of the SpecialRules swarm, or exploiting gaps to get at rear-echelon troops where Toxic Miasm", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10. lasting effects on the Imperium's efforts against the Tyranid", + "talents": "Ambidextrous, Swift Attack. swarms, and as soon as a new method or antidote is found", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive to counter the Venomthrope, it seems the creature quickly Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced adapts and overcomes it. Chitin), Size (Enormous), Spore Cloud, Unnatural Strength" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3). energy at their foes, Zoanthropes are also very difficult to", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense. 53 adVenture seeds TheHiveMind:Ordo Xenos Inquisitor Heltor Zyr has long speculated on the powerful connection a Zoanthrope shares with the Hive Mind, and a way in which it m", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural and bleed out, sending them crashing limply to the ground. Armour (Reinforced Chitin), Shadow in the Warp, Size Psykers who have witnessed these events liken it to the perils (Enormous), Synapse Creature" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Unnatural Strength (x2) Unnatural Toughness (x2) Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Speed: 3/6/9/18 Wounds: 15 Intimidate (S) +20 Skills: Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Ork Weapon), Furious Assault, Hardy, Iron Jaw", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Fighting, True Grit. Unnatural Toughness (x2) Traits: Auto-stabilised, Brutal Charge, Fear (1), Make It" + } + }, + { + "bestiaryName": "Ork Warboss", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "58", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-warboss", + "wounds": 55, + "stats": { + "profile": { + "ws": 55, + "bs": 20, + "s": 55, + "t": 55, + "ag": 43, + "int": 33, + "per": 35, + "wp": 40, + "fel": 25 + }, + "movement": "4/8/12/24", + "wounds": 55, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 6, + "body": 14, + "arm": 10, + "leg": 10 + }, + "weapons": "Twin-linked Shoota (60m; S/3/10; 1d10+8 I; (1d10+7 R; Pen 2; Tearing, Unbalanced). Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable),", + "skills": "Awareness (Per) +10, Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes adVenture seeds Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength Lightning Strike: Warboss Gobklaw has begun (x2) Unnatural Toughness (x2), Waaagh! lightning strikes against both sides of an Imperi" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 masters of Orky technology. Big Mek Wurrzog is one such E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Ork, and he has gathered a small warband around him and Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Cl", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging bIG MEK WURRZOG Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Some Orks possess a natural gift for engineering and Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, tinkering with technolog", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes machines of war to unleash upon the enemy. Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength Some particularly visionary Meks gather a number of (x2) Unnatural Toughness (x2) acolytes, followers, an" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws Some may find my inclusion of the (1d5+7 I; Pen 2; Tearing, Primitive). Crotalid in these papers to be a curious one. 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[UNABLE TO READ SEGMENT] (Universal), Talented (Trade" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 and heat of a star captured in an obsidian cage. This energy E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma can be unleashed in short but incredibly potent bursts. 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Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +1 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996147420.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996147420.json new file mode 100644 index 0000000..2499e62 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996147420.json @@ -0,0 +1,3779 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 88, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8", + "weapons": "Astartes 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commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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If equipped with a hand to stave off the collapse of an entire defence line. howdah, then a Kroot Bolt Thrower (60m; S/–/–; 2d10+10 The other situation is when the Kill-team is engaged X; Pen 2; Clip 20; Rld Full; Blast [3], Mounted)", + "skills": "Awareness (Per). I: The Alien Threat to endure these attacks rather than the smaller Kill-", + "traits": "Fieldcraft, Unnatural Strength x3, Unnatural teams, but the Battle-Brothers might find themselves Toughness (x2), Size (Enormous), Stampede. present during such an attack and be forced to take a" + } + }, + { + "bestiaryName": "Kroot Hound", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "23", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kroot-hound", + "wounds": 18, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 40, + "t": 30, + "ag": 40, + "int": 18, + "per": 45, + "wp": 30, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "weapons": "Beak (1d10+8 R; Pen 0). a fact that makes them ideal for use by the GM when he Horde: Kroot Hounds can be used as a Horde (see page 359 wants to add an additional layer of challenge to a mission. of the Deathwatch Rulebook). 23 TAU PATHFINDER adVenture seeds", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent vicious ambushes at the worst possible moment. The Move (Ag), Tracking (Int) +20. player characters will have to keep their eyes, ears and", + "talents": "Heightened Senses (Hearing, Smell), Sprint, auspexes on high alert if there are Kroot Hounds in the Takedown. area, for the beasts are well able to track even the most", + "traits": "Bestial, Improved Natural Weapons, Natural Weapon stealthy and cunning of enemies. They also have the (Kroot Beak), Quadruped. intelligence to strike when their prey is most vulnerable" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) I: The Alien Threat (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; therefore have a perception of their surroundings unique to S/–/–; 1d10+12 E; Pen 8; Toxic). their race. Vespids can fly by way of a pair of hard chitin", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Stingwings in battle. Speak Language (Tau, Vespid) (Int), Survival (Int). The Vespids themselves are a vaguely insectoid species", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), though this narrow term is an imperfect one that fails to Catfall, Chem Geld, Hard Target, Lightning Reflexes. account for many aspects of their unusual physiology. Their", + "traits": "Dark Sight, Flyer (10), Natural Armour (Chitin), bodies are encased in a chitinous exoskeleton, and sports Improved Natural Weapons, Natural Weapons (Claws), many lethally sharp barbs. They see by way of three pairs of Unnatural Senses (see in normal, infrare" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma vehicle but getting one into close proximity with any (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). Carnifex is a dangerous proposition. Most Carnifex kills registered come from high energy SpecialRul", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton)" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. These gorge themselves on the fallen, tearing Armour (Exoskeleton), Size" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric Caravan: A convoy of ground crawlers carrying pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld vital supplies has to get through an area known to be —; Storm, Living Ammunition). frequented by Trygons. T", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. Primes are also being encountered in greater and greater", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour numbers within Hive Fleet Dagon, perhaps as a direct response (Bonded Exoskeleton), Multiple Arms, Unnatural Strength to the constantly evolving tactics of Imperial forces and the hive (x2), Unnatural Toughness" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending deliberate evolution of the Hive Mind in creating a lumbering, Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace heavily defended and utterly loyal bodyguard with no sense their Scything Talons with either a", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. as Tyrant Guard have only been observed on the battlefield", + "talents": "Fearless, Swift Attack. and most specimens recovered are extensively damaged by", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded the efforts of destroying them. Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. In battle, Venomthropes are therefore often found on the flanks of the SpecialRules swarm, or exploiting gaps to get at rear-echelon troops where Toxic Miasm", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10. lasting effects on the Imperium's efforts against the Tyranid", + "talents": "Ambidextrous, Swift Attack. swarms, and as soon as a new method or antidote is found", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive to counter the Venomthrope, it seems the creature quickly Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced adapts and overcomes it. Chitin), Size (Enormous), Spore Cloud, Unnatural Strength" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3). energy at their foes, Zoanthropes are also very difficult to", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense. 53 adVenture seeds TheHiveMind:Ordo Xenos Inquisitor Heltor Zyr has long speculated on the powerful connection a Zoanthrope shares with the Hive Mind, and a way in which it m", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural and bleed out, sending them crashing limply to the ground. 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[UNABLE TO READ SEGMENT] (Universal), Talented (Trade" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 and heat of a star captured in an obsidian cage. This energy E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma can be unleashed in short but incredibly potent bursts. 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In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). Keepers of Secrets should only be introduced into a campaign once the Player Characters have reached a S", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, installed leadership has become corrupted by a deeper Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, taint ingrained in the populace. The new ruling class Fo", + "talents": "Counter Attack, Crippling Strike, Heightened Senses (All), attacked so easily. The Kill-team only discovers the Lightning Attack, Lightning Reflexes, Psy Rating (8), Precise Blow, nobles' true allegiance as the world falls. At that point, PreternaturalSpeed", + "traits": "Aura of Acquiescence, Daemonic (TB 14), †Daemonic manifests in the midst of the fighting. The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +1 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), The Headsman's Chainaxe (2d10+15 R, Pen 5; Tearing)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) Titanicus Princeps, a Cardinal-Aquilus, and a Commissar- +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) General. The Chamber of Vigilance has received intelligen...", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk shall be heaped at the base of the Blood God's throne next Charge, Combat Master, Crippling Strike, Diehard, Fearless, is a question to which several senior Inquisitor Lords of the Frenzy, Furious Assault, Hatre", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen entropy, these devotees of pestilence summon forth 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; the psychic echo of this paragon of plagues, inflicting Pen 2; Toxic 1d10), Force Staff (1d10+10 R,", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), refining his plagues, using he raging conflicts of the Jericho Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Reach as some vile breeding ground. Literacy (Int)...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Action: Half Action Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Opposed: No Rapid Reload, Swift Attack. Range: 5 metres + Psy Rating radius", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Sustained: Yes Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Description: The grandest and most infamous of Unnatural Toughness (x3). Nurgle's contagions, Nurgle's Rot is known by many Psy Rati" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen (8) (8) 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, 48 48 45 45 45 45 47 55 32 Pen 5; Special)", + "skills": "Awareness (Per), Command (Fel) +20, Ciphers (Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, speciAl rules Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) Tides of Time: Atum Sum has the...", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), grand scheme to utilise the weird energies streaming from it. Unnatural Strength (x2), Unnatural Toughness (x2). Some have even claimed that Atum Sum has conversed with Psy Rating: 6 the Anomaly, or with some v" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) and the Dark Mechanicus of Samech have entered into an +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all unholy alliance, the only result of which can be the crea...", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Emperor back to the Well of Night, finally expelling them Drill, Combat Master, Counter Attack, Crushing Blow, Die from the Jericho Reach. Hard, Electro-Graft Use, The Flesh is Weak (3), +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996148666.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996148666.json new file mode 100644 index 0000000..f1e2004 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996148666.json @@ -0,0 +1,3916 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Horde: Kroot Hounds can be used as a Horde (see page 359 of the Deathwatch Rulebook). adVenture seed A great way to make use of Kroot Hounds is to have savage packs of them ranging the area in which the Kill- team is operating, hunting...", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent Move (Ag), Tracking (Int) +20", + "talents": "Heightened Senses (Hearing, Smell), Sprint, Takedown", + "traits": "Bestial, Improved Natural Weapons, Natural Weapon (Kroot Beak), Quadruped" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Pathfinder", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Vespid Stingwing", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; S/–/–; 1d10+12 E; Pen 8; Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Speak Language (Tau, Vespid) (Int), Survival (Int)", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), Catfall, Chem Geld, Hard Target, Lightning Reflexes", + "traits": "Dark Sight, Flyer (10), Natural Armour (Chitin), Improved Natural Weapons, Natural Weapons (Claws), Unnatural Senses (see in normal, infrared and ultraviolet bands), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Carnifex", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural Weapons (Scything Talons), Multiple Arms, Natural Armour (Bonded Exoskeleton), Regeneration (5), Size (Massive), Sturdy, Unnatural Strength (x3), +1 more" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength(x3), UnnaturalToughness(x3), UnnaturalWillpower (x2), Improved Natural Weapons (Scything Talons), Shadow in the Warp, +3 more" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive Behaviour (Lurk), Tyranid" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), +1 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +6 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural Armour (Reinforced Chitin), Multiple Arms, Size (Hulking), Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Perception (x2), Unnatural Toughness (x2), +3 more" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural Weapons (Rending Claws), Multiple Arms, Natural Armour (Reinforced Chitin), Unnatural Agility (x2), Unnatural Speed, Unnatural Strength (x2), Unnatural Toughness (x2), Tyranid" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural Armour (Reinforced Chitin), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons), Size (Enormous), +2 more" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming Traits, the Swift Attack Talent, and their at...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural Weapons (Mandibles), Instinctive Behaviour (Feed), Natural Armour (Exoskeleton), Size (Puny), Tyranid" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try...", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Thickened scales), Size (Massive), Unnatural Strength (x3), +2 more" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons or Rending Claws), Shadow in the Warp, Size (Enormous), Synapse Creature, +1 more" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Unnatural Strength (x2), Unnatural Toughness (x3), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Size (Enormous), Sturdy, Tyranid" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced Chitin), Size (Enormous), Spore Cloud, Unnatural Strength (x2), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; 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SpecialRules EmissaryfortheSkullThrone: Unless the GM determines otherwise, a Bloodthirster is always accom...", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak Language (All known languages)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious Assault, Hammer Blow, Heightened Senses (All), +6 more", + "traits": "Brutal Charge, Daemonic (TB 12), † Daemonic Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From Beyond, Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +5 more" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Great Unclean One", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting...", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), Speak Language (All known languages)", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing Blow, Die Hard", + "traits": "Crawler, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Keeper of Secrets", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). SpecialRules AuraofAcquiescence: All Greater Daemons of Slaanesh are enshrouded by a beguiling, soporific aura that renders even the most chaste and devout o...", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Invocation (Will) +10, Psyniscience (Per) +20, +3 more", + "talents": "CounterAttack, CripplingStrike, HeightenedSenses(All), LightningAttack, LightningReflexes, PsyRating(8), PreciseBlow, PreternaturalSpeed, Sprint, StepAside, +3 more", + "traits": "Aura of Acquiescence, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Improved Natural Weapons (Daemonic Claws), Multiple Arms, Size (Massive), Unnatural Fellowship (x2), +6 more" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Lord of Change", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, Warp Weapon). SpecialRules Master of Plotters: All Daemons of Tzeentch are master schemers, their very essence a primal form of deceit and treachery, and the Lords of...", + "skills": "Awareness(Per), Blather(Fel)+20, Ciphers(All)(Int)+20, Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) +20, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore (All) (Int) +20, Intimidate (S) +20, +6 more", + "talents": "Blademaster, Combat Master, Lightning Attack, Resistance (Psychic Powers), Swift Attack, Strong Minded", + "traits": "Daemonic, † Daemonic Presence (TB 12), Dark Sight, Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), The Stuff of Nightmares, Improved Natural Weapons (Claws and Beak), Unnatural Strength (x3), +4 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Kyrus the Chantleader", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has made with the Ruinous Powers; this acts as a Force Field (see page 166 in the Deathwatch Rulebook) with...", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: Forbidden (Warp) +20, Security (Int), +1 more", + "talents": "Air of Authority, Blademaster, Counter-Attack, Combat Master, Crushing Blow, Fearless, Hammer Blow, Into the Jaws of Hell, Iron Discipline, Lightning Attack, +3 more", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "bloodletter", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp Weapon), Claws (1d10+10 R; Pen 2). SpecialRules Horde: When Bloodletters form a Horde, they gain the Disciplined and Blood Soaked Tide Traits. Special Rules Horde: When Bloodletters form a Horde, they gain the Disciplined...", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Fearless, Frenzy, Furious Assault, Swift Attack", + "traits": "Brutal Charge, Daemonic (TB 8), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws) Strange Physiology, Unnatural Strength (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Bloodletter suf..." + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Daemonette", + "weapons": "Claws (1d10+6 R; Pen 6; Razor Sharp). with slender, lithe bodies and an androgynous glamour that is heightened by the captivating musk that pervades the air around them. A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Preternatural Speed, Strange Physiology, Unnatural Agility (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Daemonett..." + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro...", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in..." + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plaguebearer", + "weapons": "Plaguesword (1d10+13; Pen 1; Felling 1, Toxic), Claws (1d10+8; Pen 2; Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting flies attack every exposed inc...", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore (Numerology) (Int), Speak Language (any one)", + "talents": "Crippling Strike, Fearless", + "traits": "Daemonic (TB 10), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Regeneration (1), Strange Physiology, Unnatural Strength (x2), Unnatural Toughness (x2), +1 more" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Chaos Space Marine Sorcerer", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Blade (1d10+14 R; Pen 2)", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Legend, Numerology, Occult) (Int) +10, Psyniscience (Int) +20, Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +3 more", + "traits": "Dark Sight, † Mark of Chaos, Unnatural Strength (x2), Unnatural Toughness (x2). PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos Psychic Powers found on page 127" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +7 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno...", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996187127.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996187127.json new file mode 100644 index 0000000..283226d --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996187127.json @@ -0,0 +1,3921 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Krootox. Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. 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Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. 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SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural Weapons (Scything Talons), Multiple Arms, Natural Armour (Bonded Exoskeleton), Regeneration (5), Size (Massive), Sturdy, Unnatural Strength (x3), +1 more" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength(x3), UnnaturalToughness(x3), UnnaturalWillpower (x2), Improved Natural Weapons (Scything Talons), Shadow in the Warp, +1 more" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive Behaviour (Lurk), Tyranid" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, +3 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +1 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural Armour (Reinforced Chitin), Multiple Arms, Size (Hulking), Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Perception (x2), Unnatural Toughness (x2), +1 more" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural Weapons (Rending Claws), Multiple Arms, Natural Armour (Reinforced Chitin), Unnatural Agility (x2), Unnatural Speed, Unnatural Strength (x2), Unnatural Toughness (x2), Tyranid" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural Armour (Reinforced Chitin), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons), Size (Enormous), +1 more" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming Traits, the Swift Attack Talent, and their at", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural Weapons (Mandibles), Instinctive Behaviour (Feed), Natural Armour (Exoskeleton), Size (Puny), Tyranid" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Thickened scales), Size (Massive), Unnatural Strength (x3), +1 more" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons or Rending Claws), Shadow in the Warp, Size (Enormous), Synapse Creature, +1 more" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Unnatural Strength (x2), Unnatural Toughness (x3), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Size (Enormous), Sturdy, Tyranid" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced Chitin), Size (Enormous), Spore Cloud, Unnatural Strength (x2), Unnatural Toughness (x2), +1 more" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural Armour (Reinforced Chitin), Shadow in the Warp, Size (Enormous), Synapse Creature, Tyranid, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), choppa (1d10+7 R; Pen 2; Tearing, Unbalanced)", + "skills": "Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Street Fighting, True Grit", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Meganob", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-meganob", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ork Meganob", + "armour": { + "head": 6, + "body": 14, + "arm": 10, + "leg": 10 + }, + "weapons": "Twin-linked Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Swift Attack, +1 more", + "traits": "Auto-stabilised, Brutal Charge, Fear (1), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Warboss", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "58", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-warboss", + "wounds": 55, + "stats": { + "profile": { + "ws": 55, + "bs": 20, + "s": 55, + "t": 55, + "ag": 43, + "int": 33, + "per": 35, + "wp": 40, + "fel": 25 + }, + "movement": "4/8/12/24", + "wounds": 55, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Ork Warboss", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness(Per)+10, Command(Fel)+10, Dodge(Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2), Waaagh!" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "big Mek Wurrzog", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable), ‘uge orky wrench (1d10+15 R; Pen 2; Concussive, Unbalanced)", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Crotalid", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws (1d5+7 I; Pen 2; Tearing, Primitive). 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(jaws, claws), Quadruped, Natural Armour (Scaly hide), Size (hulking)" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; Pen 2; Tearing)", + "skills": "Awareness (Per)", + "talents": "Combat Master, Fearless, Heightened Senses (Smell)", + "traits": "Improved Natural Weapons, Natural Armour (Thick Scales), Natural Weapons (Bloodied Claws and Massive Jaws† ), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lacrymole", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, Tearing)", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent Move (Ag) +10, Shadowing (Ag), +3 more", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Natural Armour (6), Regeneration (5), Improved Natural Weapons (Mandibles)" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Loxatl Mercenaries", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 R; Pen 3; Clip 30; Reload 2 Full; Scatter, Tearing)", + "skills": "Awareness (Per), Dodge (Ag), Climb (S) +20, Concealment (Ag) +10, Search (Per) +10, Shadowing (Ag), Silent Move (Ag) +10, Secret Tongue (Loxatl) (Int), +2 more", + "talents": "Heightened Senses (Taste, Touch), Talented (Climb, Swim)", + "traits": "Crawler, Dark Sight, Natural Weapons. 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Pen 10; Felling (2), Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). 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SpecialRules Horde: When Bloodletters form a Horde, they gain the Disciplined and Blood Soaked Tide Traits. 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A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Preternatural Speed, Strange Physiology, Unnatural Agility (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Daemonett" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos Psychic Powers found on page 127" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; 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Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +1 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), +1 more", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; 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S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), +3 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996188334.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996188334.json new file mode 100644 index 0000000..207a3e4 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996188334.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), +1 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +6 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try...", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; 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While in a Horde, Crotalids gain the Warp Swimmers†† and...", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; Pen 2; Tearing)", + "skills": "Awareness (Per)", + "talents": "Combat Master, Fearless, Heightened Senses (Smell)", + "traits": "Improved Natural" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lacrymole", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, Tearing)", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent Move (Ag) +10, Shadowing (Ag), Slight of Hand (Ag), Swim (S), +1 more", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Natural" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Loxatl Mercenaries", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; 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Pen 6; Power Field, Balanced)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Command (Fel), Common Lore (Jericho Reach) (Int), Concealment (Ag) +10, Dodge (Ag), Evaluate (Int), Forbidden Lore (Heresy) (Int), Intimidate (Str) +10, Scrutiny (Per) +10, +5 more", + "talents": "Assassin Strike, Blademaster, Chem Geld, Counter Attack, Crushing Blow, Deflect Shot, Disarm, Double Team, Heightened Senses (Sound), Light Sleeper, +6 more" + } + }, + { + "bestiaryName": "Samech Redemption Servitors", + "type": "Servitor", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "90", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/samech-redemption-servitors", + "wounds": 25, + "stats": { + "profile": { + "ws": 40, + "bs": 55, + "s": 40, + "t": 40, + "ag": 55, + "int": 15, + "per": 40, + "wp": 20, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Redemption Servitor", + "armour": { + "all": 6 + }, + "weapons": "Climbing Spindles (1d10+12 R; Pen 4; Unbalanced), Plasma Cutters (10m; S/2/–; 1d10+8 E; Pen 8; Clip N/A; Rld N/A; Volatile), Techxorcism Cannon (60m; S/–/–; 2d10+6 E; Pen", + "skills": "Acrobatics (Ag), Awareness (Per) +10, Climb (Str), Concealment (Ag) +20, Evaluate (Per)† +10, Search (Per) +10, Silent Move (Ag) +20, Trade (Reclaimator) +20", + "talents": "Binary Chatter, Concealed Cavity, Electrical Succour, Ferric Lure, Ferric Summons, Feedback Screech, Hoverer (5), Independent Targeting, Melee Weapon Training (Universal), Talented (Trade: Reclaimator), +1 more" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Slinnar War Machine", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma Scythe (1d10+15 E; Pen 7; Defensive, Felling, Power Field)", + "skills": "Acrobatics (Ag) +10, Awareness (Per), Common Lore (Jericho Reach), Speak Language (Low Gothic), Swim (S), Survival (Int)", + "talents": "Basic Weapon Training (Choose One), Fearless, Furious Assault, Leap Up, Melee Weapon Training (Primitive), Rapid Reaction, Swift Attack, Target Selection", + "traits": "Dark Sight, Undying" + } + }, + { + "bestiaryName": "Spire Slayer", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "94", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/spire-slayer", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 20, + "s": 60, + "t": 50, + "ag": 65, + "int": 50, + "per": 50, + "wp": 50, + "fel": 0 + }, + "movement": "12/24/36/72", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Spire Slayer", + "armour": { + "all": 9 + }, + "weapons": "Empyrean-forged pinions (1d10+14 R; 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Pen 10; Felling (2), Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). SpecialRules EmissaryfortheSkullThrone: Unless the GM determines otherwise, a Bloodthirster is always accom...", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak Language (All known languages)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious Assault, Hammer Blow, Heightened Senses (All), +6 more", + "traits": "Brutal Charge, Daemonic (TB 12), † Daemonic Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From Beyond, Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +5 more" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Great Unclean One", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting...", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), Speak Language (All known languages)", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing Blow, Die Hard", + "traits": "Crawler, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Keeper of Secrets", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). SpecialRules AuraofAcquiescence: All Greater Daemons of Slaanesh are enshrouded by a beguiling, soporific aura that renders even the most chaste and devout o...", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Invocation (Will) +10, Psyniscience (Per) +20, +3 more", + "talents": "CounterAttack, CripplingStrike, HeightenedSenses(All), LightningAttack, LightningReflexes, PsyRating(8), PreciseBlow, PreternaturalSpeed, Sprint, StepAside, +3 more", + "traits": "Aura of Acquiescence, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Lord of Change", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, Warp Weapon). SpecialRules Master of Plotters: All Daemons of Tzeentch are master schemers, their very essence a primal form of deceit and treachery, and the Lords of...", + "skills": "Awareness(Per), Blather(Fel)+20, Ciphers(All)(Int)+20, Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) +20, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore (All) (Int) +20, Intimidate (S) +20, +6 more", + "talents": "Blademaster, Combat Master, Lightning Attack, Resistance (Psychic Powers), Swift Attack, Strong Minded", + "traits": "Daemonic, † Daemonic Presence (TB 12), Dark Sight, Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), The Stuff of Nightmares, Improved Natural" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Kyrus the Chantleader", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has made with the Ruinous Powers; this acts as a Force Field (see page 166 in the Deathwatch Rulebook) with...", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: Forbidden (Warp) +20, Security (Int), +1 more", + "talents": "Air of Authority, Blademaster, Counter-Attack, Combat Master, Crushing Blow, Fearless, Hammer Blow, Into the Jaws of Hell, Iron Discipline, Lightning Attack, +3 more", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "bloodletter", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp Weapon), Claws (1d10+10 R; Pen 2). SpecialRules Horde: When Bloodletters form a Horde, they gain the Disciplined and Blood Soaked Tide", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Fearless, Frenzy, Furious Assault, Swift Attack", + "traits": "Brutal Charge, Daemonic (TB 8), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Daemonette", + "weapons": "Claws (1d10+6 R; Pen 6; Razor Sharp). with slender, lithe bodies and an androgynous glamour that is heightened by the captivating musk that pervades the air around them. A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro...", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plaguebearer", + "weapons": "Plaguesword (1d10+13; Pen 1; Felling 1, Toxic), Claws (1d10+8; Pen 2; Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting flies attack every exposed inc...", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore (Numerology) (Int), Speak Language (any one)", + "talents": "Crippling Strike, Fearless", + "traits": "Daemonic (TB 10), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Chaos Space Marine Sorcerer", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced,", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Legend, Numerology, Occult) (Int) +10, Psyniscience (Int) +20, Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +3 more", + "traits": "Dark Sight, † Mark of Chaos, Unnatural Strength (x2), Unnatural Toughness (x2). PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +7 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno...", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996221308.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996221308.json new file mode 100644 index 0000000..242512c --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996221308.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ethereal", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "11", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ethereal", + "wounds": 20, + "stats": { + "profile": { + "ws": 40, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 40, + "per": 35, + "wp": 60, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Ethereal", + "weapons": "Staff of office (1d10+3 I; Balanced; requires two hands) or Honour Blade (1d10+3 R; Pen 2; Balanced; requires two hands)", + "skills": "Awareness (Per), Command (Fel) +20, Deceive (Fel), Evaluate (Int), Forbidden Lore (Tau) (Int), Inquiry (Fel), Literacy (Int), Logic (Int), +2 more", + "talents": "Air of Authority, Chem Geld, Foresight, Iron Discipline, Inspire Wrath, Master Orator, Meditation, Orthoproxy", + "traits": "Flier (12), Machine (5)" + } + }, + { + "bestiaryName": "Krootox", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "18", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/krootox", + "wounds": 80, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 60, + "t": 55, + "ag": 30, + "int": 10, + "per": 25, + "wp": 25, + "fel": 0 + }, + "movement": "3/6/9/18", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Krootox", + "weapons": "Beak (1d10+18 R; Pen 0), fists (2d10+18 I; Pen 2; Concussive), kroot gun (150m; S/2/–; 3d10+8 I; Pen 6; Clip 10; Rld Full). 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Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. They live in smallpacksandhunttogetherthrough the forests of Pech, cooperating to bring down larg", + "skills": "Awareness (Per) +10", + "traits": "Bestial (only applies if rider is killed), Fieldcraft, Improved Natural" + } + }, + { + "bestiaryName": "Great Knarloc", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "21", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-knarloc", + "wounds": 50, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 50, + "t": 45, + "ag": 50, + "int": 10, + "per": 35, + "wp": 10, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 50, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Knarloc", + "weapons": "Beak (1d10+10 R; Pen 2). Krootox. Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. They live in smallpacksandhunttogetherthrough the forests of Pech, cooperating to bring down larg", + "skills": "Awareness (Per) +10", + "traits": "Bestial (only applies if rider is killed), Fieldcraft, Improved Natural" + } + }, + { + "bestiaryName": "Kroot Hound", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "23", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kroot-hound", + "wounds": 18, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 40, + "t": 30, + "ag": 40, + "int": 18, + "per": 45, + "wp": 30, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Kroot Hound", + "weapons": "Beak (1d10+8 R; Pen 0). Horde: Kroot Hounds can be used as a Horde (see page 359 of the Deathwatch Rulebook). adVenture seed A great way to make use of Kroot Hounds is to have savage packs of them ranging the area in which the Kill- team is operating, hunting", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent Move (Ag), Tracking (Int) +20", + "talents": "Heightened Senses (Hearing, Smell), Sprint, Takedown", + "traits": "Bestial, Improved Natural" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Pathfinder", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Vespid Stingwing", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; S/–/–; 1d10+12 E; Pen 8; Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Speak Language (Tau, Vespid) (Int), Survival (Int)", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), Catfall, Chem Geld, Hard Target, Lightning Reflexes", + "traits": "Dark Sight, Flyer (10), Natural" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Carnifex", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, +3 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +1 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). 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It counts as hav", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), choppa (1d10+7 R; Pen 2; Tearing, Unbalanced)", + "skills": "Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Street Fighting, True Grit", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Meganob", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-meganob", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ork Meganob", + "armour": { + "head": 6, + "body": 14, + "arm": 10, + "leg": 10 + }, + "weapons": "Twin-linked Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Swift Attack, +1 more", + "traits": "Auto-stabilised, Brutal Charge, Fear (1), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Warboss", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "58", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-warboss", + "wounds": 55, + "stats": { + "profile": { + "ws": 55, + "bs": 20, + "s": 55, + "t": 55, + "ag": 43, + "int": 33, + "per": 35, + "wp": 40, + "fel": 25 + }, + "movement": "4/8/12/24", + "wounds": 55, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Ork Warboss", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness(Per)+10, Command(Fel)+10, Dodge(Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2), Waaagh!" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "big Mek Wurrzog", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable), ‘uge orky wrench (1d10+15 R; Pen 2; Concussive, Unbalanced)", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Crotalid", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws (1d5+7 I; Pen 2; Tearing, Primitive). SpecialRules Horde: Crotalids can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Crotalids gain the Warp Swimmers†† and", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; Pen 2; Tearing)", + "skills": "Awareness (Per)", + "talents": "Combat Master, Fearless, Heightened Senses (Smell)", + "traits": "Improved Natural" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lacrymole", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, Tearing)", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent Move (Ag) +10, Shadowing (Ag), +3 more", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Natural" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Loxatl Mercenaries", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 R; Pen 3; Clip 30; Reload 2 Full; Scatter, Tearing)", + "skills": "Awareness (Per), Dodge (Ag), Climb (S) +20, Concealment (Ag) +10, Search (Per) +10, Shadowing (Ag), Silent Move (Ag) +10, Secret Tongue (Loxatl) (Int), +2 more", + "talents": "Heightened Senses (Taste, Touch), Talented (Climb, Swim)", + "traits": "Crawler, Dark Sight, Natural" + } + }, + { + "bestiaryName": "Apostate Cardinal", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "80", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/apostate-cardinal", + "wounds": 23, + "stats": { + "profile": { + "ws": 35, + "bs": 30, + "s": 32, + "t": 36, + "ag": 33, + "int": 40, + "per": 38, + "wp": 40, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 23, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Apostate Cardinal", + "armour": { + "head": 0, + "body": 0, + "arm": 0, + "leg": 3 + }, + "weapons": "Ceremonial maul containing concealed shock field generator (1d10+3 I; 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; 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Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +1 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), +1 more", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing),", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), +2 more", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +1 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Nume...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), +3 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996222528.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996222528.json new file mode 100644 index 0000000..d317d38 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996222528.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996255932.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996255932.json new file mode 100644 index 0000000..b2367c0 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996255932.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Lascannon (300m; S/–/–; 6d10+12 E; Pen 10; Clip X, Rld X); Multi-Melta (60m; S/–/–; 4d10+8 E; Pen 13; Clip X, Rld X, Blast (1)); Plasma Canno", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use (Int) +20", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder (Melee and Ranged)", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural" + } + }, + { + "bestiaryName": "Plague Marines", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "121", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/plague-marines", + "wounds": 36, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 55, + "ag": 40, + "int": 30, + "per": 30, + "wp": 45, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Plague Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), +1 more", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; 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S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Nume...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), +3 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +1 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996257204.json b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996257204.json new file mode 100644 index 0000000..c2ecd08 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-hydrate.1782996257204.json @@ -0,0 +1,3921 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782991552071.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782991552071.json new file mode 100644 index 0000000..3773d3d --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782991552071.json @@ -0,0 +1,2108 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 34, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2 + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "364", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", + "stats": { + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "movement": "5/10/15/30", + "wounds": 29, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": 0 + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0 + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0 + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Deathwatch Core Rulebook", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", + "stats": { + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": 1 + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "367", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 6, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -2 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 6, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T", + "stats": { + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": -2 + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1 + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 90, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0 + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -1 + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -1 + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "Imperial Guardsmen are the backbone of the Imperium's military forces. These brave soldiers come from countless worlds across the galaxy, trained to fight the Emperor's enemies with basic equipment and unwavering faith. Though individually weak compared to the superhuman Astartes, they make up for this with numbers, courage, and tactical flexibility.", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "chosenOffset": 0 + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2 + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "364", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2 + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Tau Commander", + "book": "Deathwatch Core Rulebook", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 13, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 0 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 13, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": 2 + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 90, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "366", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -1 + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 8, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1 + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 90, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe", + "stats": { + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "movement": "5/10/15/30", + "wounds": 29, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": -2 + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "skills": null, + "talents": null, + "traits": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; 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+ ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782991709573.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782991709573.json new file mode 100644 index 0000000..14385f5 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782991709573.json @@ -0,0 +1,2258 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 34, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "Imperial Guardsmen are the backbone of the Imperium's military forces. These brave soldiers come from countless worlds across the galaxy, trained to fight the Emperor's enemies with basic equipment and unwavering faith. Though individually weak compared to the superhuman Astartes, they make up for this with numbers, courage, and tactical flexibility.", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "skills": null, + "talents": null, + "traits": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; 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Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nhardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "pageText": " equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have ", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "equal numbers, Elites can pose a deadly threat to a squad of Battle-Brothers. Enemies in the Elite Tier come in the form of Chaos Space Marines, Tau Stealth Suits, and Tyranid Warriors. Masters: Hive Tyrants and Daemon Princes are both Master enemies. This tier of enemy encounters are either devastatingly powerful or cunning Masters of command and control whose presence can turn a rabble into a force to be reckoned with. Some of the most powerful Master tier enemies are both terrifying foes and cunning commanders. CreaTing an enemy forCe The antagonists in Deathwatch are intended to be used both on their own and in mixed groups. Such a mixed group represents a substantial enemy force that the Deathwatch Battle-Brothers must face and defeat. When creating such an enemy force there are some useful guidelines to bear in mind. Mix a small number of Elites and Masters with Hordes of troops: A Horde is a substantial threat because it takes time to wear down, whereas Elites and Masters have to be focused on in concerted manner to bring them down. Combining them together means the Battle-Brothers have to make tactical choices about how they are going to survive and emerge victorious. A combat capable Master can be faced alone: Some Master tier enemies are so powerful that it can be best to use one as an enemy on his own. If this is part of a larger battle, he might appear from the middle of a fleeing Horde to face the Battle-Brothers alone. 359 X I I I : A d v e r s a r i e s Hordes “Their numbers darkened the land, and blotted out the sun. As many as there are stars in the sky, or grains of sand on the seashore they came to slay us and take what we would deny them.” –Varrus, Captain of the Storm Wardens’ 3rd Company, spoken of the second defence of Karlack T he enemies of Mankind can attack in vast numbers; howling heretics, skittering Hordes, and ranked warriors. Alone, such enemies would stand no chance against the might of the Adeptus Astartes. Together in large groups,\nvered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. T", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "weapons": "Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most", + "snippet": "vered by Dark Apostle Bellephrades Daemon Princes are incredibly powerful entities of the warp, vast and nightmarish beings whose essence is the immortal hell- stuff of the Warp embodied, concentrated, and given form. No two are truly alike, although many maintain a roughly humanoid shape when incarnate in the material realm, their exact forms fashioned from congealed horror and marked with the signs and stigmata of whichever great power they themselves serve. Perhaps the most terrible thing about these walking blasphemies is, if the malefic texts of forbidden Daemonology are to be believed, that once they were mortals. Daemon Princes arose from mortal beings (humans, Traitorous Space Marines, and sometimes even alien creatures) who gave themselves over to the worship of Chaos in life and became its dread champions. These champions of Chaos prospered, slaughtered, and found favour with the fickle Chaos Gods who then transfigured them, refashioning their tainted souls into daemonhood. The prize granted for their service and innumerable black deeds—an eternity of darkness in the Warp. daemon Prince Profile Ws Bs s T ag int Per WP fel (18)(12) 75 60 66 45 48 48 48 75 30 Movement: 7/14/21/42 Wounds: 80 Skills: Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic, Unholy Tongue) (Int). Talents: Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, Swift Attack, Thunder Charge, Two Weapon Wielder (Melee). Traits: Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3). Armour: Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I;" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "Imperial Guardsmen are the backbone of the Imperium's military forces. These brave soldiers come from countless worlds across the galaxy, trained to fight the Emperor's enemies with basic equipment and unwavering faith. Though individually weak compared to the superhuman Astartes, they make up for this with numbers, courage, and tactical flexibility.", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "weapons": "Lasgun (Basic; 100m; S/3/-; 1d10+3 E; Pen 0; Clip 60; Reload Full; Reliable), Laspistol (Pistol; 30m; S/2/-; 1d10+2 E; Pen 0; Clip 30; Reload Full; Reliable), Knife (Melee; 1d5 R; Pen 0; Primitive), Frag Grenades (3)", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer, Mess Kit and Water Bottle, Blanket, 4 Charge Packs", + "snippet": "The men and women of the Imperial Guard represent the very best of humanity - not in terms of individual prowess, for they are merely human, but in terms of courage, dedication, and sacrifice in the face of the galaxy's countless horrors. Armed with nothing more than a lasgun and their faith in the Emperor, they stand as the thin line between civilization and the darkness that would consume it.", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down pois", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Swim (S). Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack. Traits: Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid. Armour: Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "weapons": "Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "gear": "None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and", + "snippet": "tide. Indeed, the Genestealer, long an insidious threat that has troubled Mankind for millennia appears now to be a harbinger of the Tyranids, and the dim secrets of the ancient past hint at past threats, but never so widespread or potentially catastrophic as at present. In battle, the Tyranids are a horror beyond comprehension, a monstrous tide of merciless claw, venom, and fang that cannot be bargained with, reasoned with, or surrendered to. It strikes with the relentless fury of a rabid beast, yet it is driven by a cold and alien intelligence that makes every component of the swarm—from lowly flesh-boring parasites to gargantuan war-creatures the size of a Battle Titan—far more dangerous than any mere animal could ever be. Carried through the void on immense living bioships, the seemingly numberless and inexhaustible hive fleets are attracted to worlds rich with life like a great ocean predator may be drawn to blood in the water. They descend upon their prey-world, raining down poisonous spores that taint and pollute the atmosphere and unleashing murderous hunting creatures to slaughter any animal life that might pose a threat to consumption. Depending on the particular fleet’s resources and size, other adaptive and mutating war-beasts and biologically created leader-creatures will also be unleashed to wage an unrelenting war of extermination on the world, a war that will only end in one of two ways: the defeat and purging of the Tyranid assault by the defenders, or the complete consumption and reduction of all living matter by the Hive Fleet, a dead world left in its wake. Since the coming of the Tyranid menace, the Deathwatch and the Imperium’s armed forces have seen them rightly as a priority threat that must be met with and defeated, lest Mankind itself some day perish in its jaws. hive TyranT (masTer) “And I looked upon the great hive beast, and knew that hope was lost.” –attributed to Hector Prime, commander of the Tower of Adamant, Hethgard, executed for c" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage ", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int). Talents: Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP). Traits: Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "traits": "Blood Soaked Tide (Horde), Size (Massive). Armour: Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "weapons": "Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent", + "snippet": "e 248). Instead, the Horde’s sheer weight of numbers is represented by the fact that its target may not Dodge or Parry. Melee Attacks made by Hordes cannot be Parried or Dodged unless otherwise noted. Ranged: A Horde may make ranged attacks equal to the first digit of its Magnitude. Thus, a Magnitude 25 Horde can make two ranged attacks. Any additional hits from sustained fire can be applied to any eligible target. Therefore, if the heretics hit Brother Silas well enough that they cause an extra hit with their stub autos, the additional hit will be applied to Brother Silas. Modifiers or range and sustained fire apply as normal, but a Horde can never aim. Ammo expenditure and Jamming are never applied to Hordes—they always have enough bullets to keep firing. damage Caused By Hordes Any attack from a Horde that hits has the damage it causes increased by a number of d10s equal to the Horde’s Magnitude divided by ten, with a maximum bonus of +2d10. This is in addition to the normal damage dealt by the weapon that the Horde is armed with. It will also include the Strength Bonus added to damage caused by melee weapons. The damage is reduced by the target’s Toughness bonus and armour as normal. Thus, a Magnitude 25 Horde of heretics armed with axes will add 2d10 to the normal damage that a heretic would do with its axe (1d10+5), and therefore causes 3d10+5 damage if they hit in combat. Likewise, the same mob armed with autopistols will cause 3d10+2 damage with its ranged attacks. This represents an enemy being mobbed with enemies that strike it countless times or bullets striking like rain on a single target. creaTing a horde To create a Horde is simply a matter of taking a minion entry from this chapter and replacing its wounds with the Magnitude value of your choosing. examPle Horde This Horde is a large mob of Chaos Heretics. The Games Master has set the Magnitude of the Horde at 34 and the Chaos Heretics used as the basis of the Horde gain the Size (Massive Trait) to r" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int). Talents: Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I : A d v e r s a r i e s Traits: Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "weapons": "Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle", + "snippet": "es boltgun in its destructive capability. All Tau are born into one of five castes, which determines their role in their culture. The Fire Caste is the most aggressive and bold, and from its ranks the armies of the Tau are formed. The Fire Caste are the most numerous and strongest of the Tau, as broad as a human, but standing slightly shorter. Fire Warriors are strongly motivated by a strict code of honour in battle. They see ranged combat as more desirable to the carnage of hand-to- hand combat, preferring to use their advanced weaponry rather than brute force to win battles. Tau Fire Warriors serve for many years, and if they survive for long enough, they may become Commanders. Eventually, they will be allowed to retire from active service, join the council of advisors, and play a greater part in Tau politics. Tau technology is the product of the Earth Caste, and it is thanks to their innovations that the Tau have expanded their empire so rapidly. Tau military technology is extremely advanced, predominantly a mixture of high energy plasma weaponry and rail guns. The rail gun is particularly potent and its technology is eagerly sought by certain factions within the Adeptus Mechanicus. Anti-grav technology similar to that of the Eldar is widely employed by the Tau in their Hammerhead tanks and Devilfish armoured transports. These technology bases are carried over into non-military applications. Certain items of Tau technology are in the possession of the Imperium, mainly confiscated agricultural and construction equipment seized on frontier worlds from settlers who have traded with Tau merchants. Such technology has been transported back to Mars for further study, where the Adepts of the Machine God hope to penetrate its secrets. TaU commander (masTer) Tau Commanders are the heroes of the Tau Empire—they have dedicated their lives utterly to the pursuit of the so- called ‘Greater Good’. Each is wise and insightful, and an inspirational figure to his troops. Tau Comm" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "pageText": " hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Powe", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "weapons": "Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th", + "snippet": "hardened human renegade baulk in their scope and horror. Most are given over body and soul to the worship of the Dark Gods, and further gain their fickle gifts and favour in return for service and human sacrifice. If Chaos Space Marines have a weakness, it is the selfish bitterness and spite in their dark hearts. chaos space marine Profile Ws Bs s T ag int Per WP fel (14)(8) 50 50 65 45 40 35 40 43 17 Movement: 5/10/15/30 Wounds: 29 Skills: Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, Unholy Tongue) (Int), Survival (Int), Swim (S). Talents: Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, Swift Attack, True Grit. Traits: Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). Armour: Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares,", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "snippet": "ommand (Fel) +10, Deceive (Fel) +20, Dodge (Ag) +10, Literacy (Int), Scholastic Lore (Heraldry), Scrutiny (Per) +10. Talents: Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las). Armour: None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circ" + }, + { + "name": "Brother-Sergeant Agamorr", + "type": "Space Marine Sergeant", + "chapter": "Deathwatch", + "faction": "Imperium", + "threat": "Elite", + "description": "Veteran Space Marine sergeant leading a Deathwatch Kill-team against xenos threats", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 35, + "armor": 8, + "bs": 50, + "fel": 35, + "int": 35, + "per": 40, + "s": 40, + "t": 40, + "wounds": 80, + "wp": 40, + "ws": 50, + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "skills": null, + "talents": null, + "traits": null, + "armour": "8", + "weapons": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; 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diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782992915625.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782992915625.json new file mode 100644 index 0000000..5a5b25f --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782992915625.json @@ -0,0 +1,2029 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 38, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. A..." + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. 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Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, +1 more", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, +3 more", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opp..." + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per) +10, Climb (S), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Psykers, Warp) (Int) +20, Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, +1 more", + "talents": "Ambidextrous, Astartes Weapon Training, Combat Master, Crippling Strike, Crushing Blow, Hammer Blow, Hatred (Loyalist Space Marines), Heightened Senses (All), Killing Strike, Preternatural Speed, +3 more", + "traits": "Brutal Charge, Daemonic, Fear 4 (Terrifying) Dark Sight, From Beyond, Size (Enormous), Unnatural Strength (x3), Unnatural Toughness (x2), The Stuff of Nightmares, Touched by the Fates (3)", + "gear": "None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opp..." + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I: A d v e r s a r i e s", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are som..." + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Athletics (S), Awareness (Per), Common Lore (Imperial Guard) (Int), Common Lore (War) (Int), Dodge (Ag), Linguistics (Low Gothic) (Int), Navigate (Surface) (Int), Operate (Surface) (Ag)", + "talents": "Basic Weapon Training (Las), Basic Weapon Training (SP), Melee Weapon Training (Primitive), Pistol Training (Las), Pistol Training (SP)", + "traits": "None", + "gear": "Imperial Guard Flak Armour, Micro-bead, Uniform, Poor Weather Gear, Blanket and Sleep Bag, Rechargeable Lamp-pack, Grooming Kit, Dogtags, Imperial Infantryman's Uplifting Primer,..." + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true, + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (×3), Unnatural Toughness (×3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), +2 more", + "gear": "None. Special Rules" + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I: A d v e r s a r i e s", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are som..." + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Speak Language (Low Gothic, Unholy Tongue) (Int), Swim (S), Survival (Int)", + "talents": "Berserk Charge, Furious Assault, Melee Weapon Training (Primitive), Pistol Training (SP)", + "traits": "Blood Soaked Tide (Horde), Size (Massive)", + "gear": "Respirator, 3 reloads for autopistol. 361 X I I I: A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power..." + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true, + "skills": "Acrobatic (Ag), Awareness (Per), Command (+20), Common Lore (Tau Empire) (Int), Dodge (Ag), Speak Language (Tau, Kroot, Low Gothic) (Int)", + "talents": "Air of Authority, Ambidextrous, Dual Shot, Independent Targeting, Meditation, Rapid Reaction, Sprint. 366 X I I I: A d v e r s a r i e s", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are som..." + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Smell), Jaded, Killing Strike, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)", + "gear": "2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. A..." + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +3 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans...", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyrannid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. 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Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. 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Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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They also have the (Kroot Beak), Quadruped. intelligence to strike when their prey is most vulnerable" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) I: The Alien Threat (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; therefore have a perception of their surroundings unique to S/–/–; 1d10+12 E; Pen 8; Toxic). their race. 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They see by way of three pairs of Unnatural Senses (see in normal, infrare..." + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma vehicle but getting one into close proximity with any (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). Carnifex is a dangerous proposition. Most Carnifex kills registered come from high energy SpecialRul...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea...", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton),..." + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal...", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni...", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough..." + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit...", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t..." + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing into thin air just +10, Shadowing (Ag) +...", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t..." + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). rather by the hive ships themselves in great bio-factories and birthing vats. Not polluted or altered by \"inferior\" genetic SpecialRules material, they are markedly stronger and faster than a normal Biomorphs: At...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) almost any life form with a \"kiss, \" implanting some of their +10, Swim (S) +10. own genetic material into the host and taking complete control", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, of it. When the host gives birth to offspring, these carry with Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack. them the Genestealer's genes and over a few generations a", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural new Genestealer is born, albeit with some genetic traits Weapons (Rending Claws), Multiple Arms, Natural Armour taken from its host—such as the human-like hands many (Reinforced Chitin), Unnatural Agility (x2..." + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —;...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle line or", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural..." + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. These gorge themselves on the fallen, tearing Armour (Exoskeleton), Size..." + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric Caravan: A convoy of ground crawlers carrying pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld vital supplies has to get through an area known to be —; Storm, Living Ammunition). frequented by Trygons. T...", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b...", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat..." + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. Primes are also being encountered in greater and greater", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour numbers within Hive Fleet Dagon, perhaps as a direct response (Bonded Exoskeleton), Multiple Arms, Unnatural Strength to the constantly evolving tactics of Imperial forces and the hive (x2), Unnatural Toughness..." + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending deliberate evolution of the Hive Mind in creating a lumbering, Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace heavily defended and utterly loyal bodyguard with no sense their Scything Talons with either a...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. as Tyrant Guard have only been observed on the battlefield", + "talents": "Fearless, Swift Attack. and most specimens recovered are extensively damaged by", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded the efforts of destroying them. Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact..." + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. 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Chitin), Size (Enormous), Spore Cloud, Unnatural Strength..." + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3). energy at their foes, Zoanthropes are also very difficult to", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense. 53 adVenture seeds TheHiveMind:Ordo Xenos Inquisitor Heltor Zyr has long speculated on the powerful connection a Zoanthrope shares with the Hive Mind, and a way in which it m...", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural and bleed out, sending them crashing limply to the ground. 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[UNABLE TO READ SEGMENT] (Universal), Talented (Trade:..." + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 and heat of a star captured in an obsidian cage. This energy E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma can be unleashed in short but incredibly potent bursts. 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If they Beyond, Size (Massive), Unnatural Strength (..." + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), forgotten prophecy warning of a Great Plague, Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). destined to sweep through the Jericho Reach, reducing world after world to festering charnel houses Speci...", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Accidents of this nature are regrettable but far from Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), uncommon, and ordinarily of concern to the rulers Speak Language (All known languages). of the Hi...", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing This time, however, the contagion seems to be Blow, Die Hard. spreading, as level after level of the hive goes dark", + "traits": "Crawler, Daemonic (TB 14), †Daemonic Presence, Dark all communication cut off. 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Keepers of Secrets should only be introduced into a campaign once the Player Characters have reached a S...", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, installed leadership has become corrupted by a deeper Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, taint ingrained in the populace. The new ruling class Forbidden Lore (Daemons, Warp) (Int), Inti...", + "talents": "Counter Attack, Crippling Strike, Heightened Senses (All), attacked so easily. The Kill-team only discovers the Lightning Attack, Lightning Reflexes, Psy Rating (8), Precise Blow, nobles' true allegiance as the world falls. At that point, PreternaturalSpeed,...", + "traits": "Aura of Acquiescence, Daemonic (TB 14), †Daemonic manifests in the midst of the fighting. The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul..." + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s...", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the player +20, Deceive (Fel) +20, Dodge (Ag...", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +6 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: made with the Ruinous...", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack,...", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'...", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had..." + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon..." + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro...", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in..." + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). 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Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in..." + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla...", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore: Forbidden (Daemonology, Psykers, The Wa...", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded,...", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and..." + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X;...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerless +20, Literacy (Int), Scrutiny (Per),...", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr...", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Sirens:On a water planet,...", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o...", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)...." + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M...", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can study (Int) +20. one of these creatures u...", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike...", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural..." + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782994318047.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782994318047.json new file mode 100644 index 0000000..088c8b3 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782994318047.json @@ -0,0 +1,3620 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 84, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Imperial forces submitted corroborated after-action reports of" + } + }, + { + "bestiaryName": "Commander Flamewing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "8", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/commander-flamewing", + "wounds": 90, + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 52, + "per": 55, + "wp": 65, + "fel": 44 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 9 + }, + "weapons": "Airbursting Fragmentation Launcher (60m; entered a brief period of retreat and meditation. He had been S/–/–; 1d10+5 X; Pen 4; Arm Weapon Mounting, Blast [5], grievously wounded, in body and in spirit, and has yet to fully Devastating [2]), missile pod (90m", + "skills": "Acrobatic (Ag), Awareness (Per) +10, Command The end was mere moments away, but suddenly, the survivors' (Fel) +20, Common Lore (Tau Empire) (Int), Dodge (Ag), rage lifted, +3 more", + "talents": "Air of Authority, Fearless, Hatred (Tyranids), Iron crashed into the rear of the Tyranid horde. Discipline, Litany of Hate, Meditation, Rapid Reaction, Sprint. Within an hour it was all over. Commander Flamewing and", + "traits": "Auto-stabilised, Dark-sight, Flier (12), Size (Enormous), his few surviving companions stood before the Ethereal Aun'O Unnatural Strength (x2), Unnatural Toughness (x2). Tsualal, and gloried in the radiance of his sacred presence" + } + }, + { + "bestiaryName": "Ethereal", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "11", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ethereal", + "wounds": 20, + "stats": { + "profile": { + "ws": 40, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 40, + "per": 35, + "wp": 60, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Staff of office (1d10+3 I; Balanced; requires with absolute loyalty. two hands) or Honour Blade (1d10+3 R; Pen 2; Balanced; requires two hands)", + "skills": "Awareness (Per), Command (Fel) +20, Deceive (Fel), Tau themselves to undertake. Drone is a broad category used to describe any \"helper\" drone that is assigned to a I: The Alien Threat Evaluate (Int), Forbidden Lore (Tau...", + "talents": "Air of Authority, Chem Geld, Foresight, Iron Marker Drones. Many other types exist too, some very rare Discipline, Inspire Wrath, Master Orator, Meditation, or still in the experimental phase of their development. Such Orthoproxy. Drones often possess an extr", + "traits": "Flier (12), Machine (5). The Price of Failure: The Tau revere their Ethereal" + } + }, + { + "bestiaryName": "Krootox", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "18", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/krootox", + "wounds": 80, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 60, + "t": 55, + "ag": 30, + "int": 10, + "per": 25, + "wp": 25, + "fel": 0 + }, + "movement": "3/6/9/18", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Beak (1d10+18 R; Pen 0), fists or copied from (2d10+18 I; Pen 2; Concussive), kroot gun the Tau, as the (150m; S/2/–; 3d10+8 I; Pen 6; Clip 10; Fire Caste do not Rld Full). make use of team- level heavy weapons SpecialRules Special Rules but instead rely on K", + "skills": "Climb (S), Concealment (Ag) +10, Silent Move the Carnivores with a (Ag) +10. degree of fire support", + "talents": "Furious Assault, Leap Up, Resistance as well as substantially (Fear). augmenting its", + "traits": "Auto-stabilised, Brutal Charge, Improved close combat Natural Weapons, Natural Weapons capabilities. Some (Beak, Fists), Quadruped, Size (Hulking), have noted that Sturdy, Unnatural Strength (x3), Unnatural this deployment Toughness (x2). is not one learned" + } + }, + { + "bestiaryName": "Knarloc", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "20", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/knarloc", + "wounds": 50, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 50, + "t": 45, + "ag": 50, + "int": 10, + "per": 35, + "wp": 10, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 50, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Beak (1d10+10 R; Pen 2). 20 intended that these baggage beasts should be required to GREAT KNARLOC fight in battle, if a supply column should be ambushed they When Ordo Xenos savants and Adeptus Mechanicus biologists are quite capable of defending themselves", + "skills": "Awareness (Per) +10. exfiltration point. Knarloc riders are capable of harassing", + "traits": "Bestial (only applies if rider is killed), their foe from a distance using their long rifles, and have Fieldcraft, Improved Natural Weapons, Natural the speed and stamina to keep the pursuit up for days on Weapon (Beak), Size (Hulking), Unnatural end, forcing" + } + }, + { + "bestiaryName": "Great Knarloc", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "21", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-knarloc", + "wounds": 120, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 65, + "t": 50, + "ag": 30, + "int": 15, + "per": 45, + "wp": 35, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 120, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Beak (1d10+18 R; Pen 2). If equipped with a hand to stave off the collapse of an entire defence line. howdah, then a Kroot Bolt Thrower (60m; S/–/–; 2d10+10 The other situation is when the Kill-team is engaged X; Pen 2; Clip 20; Rld Full; Blast [3], Mounted)", + "skills": "Awareness (Per). I: The Alien Threat to endure these attacks rather than the smaller Kill-", + "traits": "Fieldcraft, Unnatural Strength x3, Unnatural teams, but the Battle-Brothers might find themselves Toughness (x2), Size (Enormous), Stampede. present during such an attack and be forced to take a" + } + }, + { + "bestiaryName": "Kroot Hound", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "23", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kroot-hound", + "wounds": 18, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 40, + "t": 30, + "ag": 40, + "int": 18, + "per": 45, + "wp": 30, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "weapons": "Beak (1d10+8 R; Pen 0). a fact that makes them ideal for use by the GM when he Horde: Kroot Hounds can be used as a Horde (see page 359 wants to add an additional layer of challenge to a mission. of the Deathwatch Rulebook). 23 TAU PATHFINDER adVenture seeds", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent vicious ambushes at the worst possible moment. 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They also have the (Kroot Beak), Quadruped. intelligence to strike when their prey is most vulnerable" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) I: The Alien Threat (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; therefore have a perception of their surroundings unique to S/–/–; 1d10+12 E; Pen 8; Toxic). their race. Vespids can fly by way of a pair of hard chitin", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Stingwings in battle. Speak Language (Tau, Vespid) (Int), Survival (Int). The Vespids themselves are a vaguely insectoid species", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), though this narrow term is an imperfect one that fails to Catfall, Chem Geld, Hard Target, Lightning Reflexes. account for many aspects of their unusual physiology. Their", + "traits": "Dark Sight, Flyer (10), Natural Armour (Chitin), bodies are encased in a chitinous exoskeleton, and sports Improved Natural Weapons, Natural Weapons (Claws), many lethally sharp barbs. They see by way of three pairs of Unnatural Senses (see in normal, infrare" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma vehicle but getting one into close proximity with any (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). Carnifex is a dangerous proposition. Most Carnifex kills registered come from high energy SpecialRul", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton)" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing...", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "44", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle...", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. 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However, that radius grows with the number of lives Warp Weapon). the Slayer has taken in the last month (exact effects are at the", + "skills": "Acrobatics (Ag) +20, Awareness (Per) +10, Climb (S) here does not possess Psychic Powers, such abilities +20, Concealment (Ag) +20, Dodge (Ag) +10, Forbidden would also be appropriate. Lore (Daemons, Warp) Int +20, Secu...", + "talents": "Ambidextrous, Assassin Strike, Combat Master, calls down a torrent of toxic, corrosive rain. It lasts for as Crushing Blow, Dual Strike, Fearless, Leap Up, Lightning long as the Slayer retains concentration, plus 1d10 Rounds. Attack, +1 more", + "traits": "Daemonic (TB 10), Dark Sight, Fear 3, Flyer but the corrosion eats away at such protections at the rate of (12), From Beyond, Machine (2), Multiple Arms, Strange 1 AP every 2 Rounds. Anyone who takes Damage from the Physiology, The Stuff of Nightmares, Unnatu" + } + }, + { + "bestiaryName": "Bloodthirster", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "100", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodthirster", + "wounds": 192, + "stats": { + "profile": { + "ws": 99, + "bs": 40, + "s": 75, + "t": 65, + "ag": 50, + "int": 48, + "per": 60, + "wp": 75, + "fel": 25 + }, + "movement": "7/14/21/42", + "wounds": 192, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 13 + }, + "weapons": "Axe of Khorne (3d10+21 R; Pen 10; Felling (2), already have them. Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne ServantofSlaughter: All Critical Effects involving gore or (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). blood (such as requiring an A", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), should only be encountered at the climax of a campaign, Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak and only after the Battle-Brothers and faced and Language...", + "talents": "Ambidextrous, Berserk Charge, Combat Master, make things even more dramatic, the Greater Daemon Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious could be fielded as part of a huge, climactic battle and its Assault, +1 more", + "traits": "Brutal Charge, Daemonic (TB 12), †Daemonic victory or defeat should rest with the Kill-team, and the Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From fate of worlds should be held in their hands. If they Beyond, Size (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 7, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), forgotten prophecy warning of a Great Plague, Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). destined to sweep through the Jericho Reach, reducing world after world to festering charnel houses Speci", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Accidents of this nature are regrettable but far from Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), uncommon, and ordinarily of concern to the rulers Speak L...", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing This time, however, the contagion seems to be Blow, Die Hard. spreading, as level after level of the hive goes dark", + "traits": "Crawler, Daemonic (TB 14), †Daemonic Presence, Dark all communication cut off. In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). Keepers of Secrets should only be introduced into a campaign once the Player Characters have reached a S", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, installed leadership has become corrupted by a deeper Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, taint ingrained in the populace. The new ruling class Fo...", + "talents": "Counter Attack, Crippling Strike, Heightened Senses (All), attacked so easily. The Kill-team only discovers the Lightning Attack, Lightning Reflexes, Psy Rating (8), Precise Blow, nobles' true allegiance as the world falls. At that point, PreternaturalSpeed", + "traits": "Aura of Acquiescence, Daemonic (TB 14), †Daemonic manifests in the midst of the fighting. The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the...", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (...", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore:...", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle...", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +2 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s...", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782994341582.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782994341582.json new file mode 100644 index 0000000..0d30fb1 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782994341582.json @@ -0,0 +1,3620 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 84, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. 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In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. 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In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. 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T", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. 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Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. 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Chitin), Size (Enormous), Spore Cloud, Unnatural Strength" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3). energy at their foes, Zoanthropes are also very difficult to", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense. 53 adVenture seeds TheHiveMind:Ordo Xenos Inquisitor Heltor Zyr has long speculated on the powerful connection a Zoanthrope shares with the Hive Mind, and a way in which it m", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural and bleed out, sending them crashing limply to the ground. Armour (Reinforced Chitin), Shadow in the Warp, Size Psykers who have witnessed these events liken it to the perils (Enormous), Synapse Creature" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Unnatural Strength (x2) Unnatural Toughness (x2) Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Speed: 3/6/9/18 Wounds: 15 Intimidate (S) +20 Skills: Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Ork Weapon), Furious Assault, Hardy, Iron Jaw", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Fighting, True Grit. 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Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable),", + "skills": "Awareness (Per) +10, Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +1 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes adVenture seeds Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength Lightning Strike: Warboss Gobklaw has begun (x2) Unnatural Toughness (x2), Waaagh! lightning strikes against both sides of an Imperi" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 masters of Orky technology. Big Mek Wurrzog is one such E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Ork, and he has gathered a small warband around him and Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Cl", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging bIG MEK WURRZOG Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Some Orks possess a natural gift for engineering and Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, tinkering with technolog", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes machines of war to unleash upon the enemy. Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength Some particularly visionary Meks gather a number of (x2) Unnatural Toughness (x2) acolytes, followers, an" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws Some may find my inclusion of the (1d5+7 I; Pen 2; Tearing, Primitive). Crotalid in these papers to be a curious one. However, in terms of xenos impact on emergent worlds, SpecialRules few species can match the", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural Weapons. (jaws, claws), Quadruped, Natural Armour (Scaly hide), Size (hulking). From the annals of Codicier Taelon" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), During insertion, our gunship was Massive Jaws (1d10+15 R; Pen 2; Tearing). targeted by unseen attackers and", + "skills": "Awareness (Per). I have hunted and killed more than my I: The Alien Threat meagre share of creatures within and", + "talents": "Combat Master, Fearless, Heightened Senses (Smell). without the Emperor's great Imperium", + "traits": "Improved Natural Weapons, Natural Armour (Thick Yet I have only rarely encountered Scales), Natural Weapons (Bloodied Claws and Massive anything that matches the intellect and ferocity of the dread Diablodon. Jaws†), Size (Massive), Unnatural Strength (x3), U" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, they encounter instead was a nest of xenos which had apparently Tearing). been living on the space hulk and using it as a base for centuries", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, relic ship of the Great Crusade; a ship which might have once Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent belonged to the fledgling Inquisition. Move (Ag)", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, off to find the space hulk's location. After months of false leads Rapid Reaction, Swift Attack. Dyce and his team finally tracked the Charnel Spectre, following", + "traits": "Dark Sight, Fear 2 (Frightening), Natural Armour (6), its erratic wake in the warp, to the edge of the cursed Credence Regeneration (5), Improved Natural Weapons (Mandibles). system just beyond the boundaries of the Iron Collar. There they" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 infiltrate defences and stage surprise attacks, typically to open R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 the way for a full-scale assault by their employers. R; Pen 3; Clip 30; Reload 2 Full", + "skills": "Awareness (Per), Dodge (Ag), Climb (S) +20, they seldom do so indicates how little they rely on the visual Concealment (Ag) +10, Search (Per) +10, Shadowing (Ag), spectrum themselves for identifying prey. Las-weapons ha", + "talents": "Heightened Senses (Taste, Touch), Talented (Climb, form of photochromatic defence against lasers. Swim). No indications have been found of higher organisation than", + "traits": "Crawler, Dark Sight, Natural Weapons. (jaws, claws), the kin-related brood of three to twenty individual Loxatl, Quadruped, Natural Armour (Slimy Hide), Unnatural Agility (x2), but multiple broods will work together en masse with a high Unnatural Speed, Unnat" + } + }, + { + "bestiaryName": "Apostate Cardinal", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "80", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/apostate-cardinal", + "wounds": 23, + "stats": { + "profile": { + "ws": 35, + "bs": 30, + "s": 32, + "t": 36, + "ag": 33, + "int": 40, + "per": 38, + "wp": 40, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 23, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 0, + "body": 0, + "arm": 0, + "leg": 3 + }, + "weapons": "Ceremonial maul containing concealed shock +20, Common Lore (Jericho Reach, War) (Int), Deceive field generator (1d10+3 I; Pen 4; Shocking). 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Individually, neither the +10, Dodge (", + "talents": "Assassin Strike, Blademaster, Chem Geld, Counter turf, \" they should certainly present a significant threat. Attack, Crushing Blow, Deflect Shot, Disarm, Double Team, Surprise!: Aside from their combat abilities, +1 more" + } + }, + { + "bestiaryName": "Samech Redemption Servitors", + "type": "Servitor", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "90", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/samech-redemption-servitors", + "wounds": 25, + "stats": { + "profile": { + "ws": 40, + "bs": 55, + "s": 40, + "t": 40, + "ag": 55, + "int": 15, + "per": 40, + "wp": 20, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "skills": "Acrobatics (Ag), Awareness (Per) +10, Climb (Str), 40. ACQUIRE * Concealment (Ag) +20, Evaluate (Per)† +10, Search (Per) 50. LUMENS <= 100? +10, Silent Move (Ag) +20, Trade (Reclaimator) +20. 60. MOD 40", + "talents": "Binary Chatter, Concealed Cavity, Electrical 70. ACQUIRE WHERE MAX (VITALITY (INPUT)) Succour, Ferric Lure, Ferric Summons, Feedback Screech, Hoverer (5), Independent Targeting, Melee Weapon Training 80. [UNABLE TO READ SEGMENT] (Universal), Talented (Trade" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 and heat of a star captured in an obsidian cage. This energy E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma can be unleashed in short but incredibly potent bursts. These Scythe (1d10+15 E; Pen 7; Defen", + "skills": "Acrobatics (Ag) +10, Awareness (Per), Common Lore of celestial bodies in the Slinnar Drift. (Jericho Reach), Speak Language (Low Gothic), Swim (S), What is unerringly agreed upon is that a Slinnar War Survival (Int). Ma", + "talents": "Basic Weapon Training (Choose One), Fearless, sacrifice of a human soul. Although a War Machine is similar Furious Assault, Leap Up, Melee Weapon Training (Primitive), in size and shape to a Stealth Suit or power armour, they hold Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Undying. to imbue the machine with the soul that becomes its pilot" + } + }, + { + "bestiaryName": "Spire Slayer", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "94", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/spire-slayer", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 20, + "s": 60, + "t": 50, + "ag": 65, + "int": 50, + "per": 50, + "wp": 50, + "fel": 0 + }, + "movement": "12/24/36/72", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 9 + }, + "weapons": "Empyrean-forged pinions (1d10+14 R; metres. However, that radius grows with the number of lives Warp Weapon). the Slayer has taken in the last month (exact effects are at the", + "skills": "Acrobatics (Ag) +20, Awareness (Per) +10, Climb (S) here does not possess Psychic Powers, such abilities +20, Concealment (Ag) +20, Dodge (Ag) +10, Forbidden would also be appropriate. Lore (Daemons, Warp) Int +20, Secu", + "talents": "Ambidextrous, Assassin Strike, Combat Master, calls down a torrent of toxic, corrosive rain. It lasts for as Crushing Blow, Dual Strike, Fearless, Leap Up, Lightning long as the Slayer retains concentration, plus 1d10 Rounds. Attack, +1 more", + "traits": "Daemonic (TB 10), Dark Sight, Fear 3, Flyer but the corrosion eats away at such protections at the rate of (12), From Beyond, Machine (2), Multiple Arms, Strange 1 AP every 2 Rounds. Anyone who takes Damage from the Physiology, The Stuff of Nightmares, Unnatu" + } + }, + { + "bestiaryName": "Bloodthirster", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "100", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodthirster", + "wounds": 192, + "stats": { + "profile": { + "ws": 99, + "bs": 40, + "s": 75, + "t": 65, + "ag": 50, + "int": 48, + "per": 60, + "wp": 75, + "fel": 25 + }, + "movement": "7/14/21/42", + "wounds": 192, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 13 + }, + "weapons": "Axe of Khorne (3d10+21 R; Pen 10; Felling (2), already have them. Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne ServantofSlaughter: All Critical Effects involving gore or (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). blood (such as requiring an A", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), should only be encountered at the climax of a campaign, Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak and only after the Battle-Brothers and faced and Language", + "talents": "Ambidextrous, Berserk Charge, Combat Master, make things even more dramatic, the Greater Daemon Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious could be fielded as part of a huge, climactic battle and its Assault, +1 more", + "traits": "Brutal Charge, Daemonic (TB 12), †Daemonic victory or defeat should rest with the Kill-team, and the Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From fate of worlds should be held in their hands. If they Beyond, Size (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 7, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), forgotten prophecy warning of a Great Plague, Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). destined to sweep through the Jericho Reach, reducing world after world to festering charnel houses Speci", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Accidents of this nature are regrettable but far from Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), uncommon, and ordinarily of concern to the rulers Speak L", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing This time, however, the contagion seems to be Blow, Die Hard. spreading, as level after level of the hive goes dark", + "traits": "Crawler, Daemonic (TB 14), †Daemonic Presence, Dark all communication cut off. In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). Keepers of Secrets should only be introduced into a campaign once the Player Characters have reached a S", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, installed leadership has become corrupted by a deeper Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, taint ingrained in the populace. The new ruling class Fo", + "talents": "Counter Attack, Crippling Strike, Heightened Senses (All), attacked so easily. The Kill-team only discovers the Lightning Attack, Lightning Reflexes, Psy Rating (8), Precise Blow, nobles' true allegiance as the world falls. At that point, PreternaturalSpeed", + "traits": "Aura of Acquiescence, Daemonic (TB 14), †Daemonic manifests in the midst of the fighting. The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +1 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782995063244.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782995063244.json new file mode 100644 index 0000000..67e56db --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782995063244.json @@ -0,0 +1,3779 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 88, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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They also have the (Kroot Beak), Quadruped. intelligence to strike when their prey is most vulnerable" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) I: The Alien Threat (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse Weapons)" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; therefore have a perception of their surroundings unique to S/–/–; 1d10+12 E; Pen 8; Toxic). their race. Vespids can fly by way of a pair of hard chitin", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Stingwings in battle. Speak Language (Tau, Vespid) (Int), Survival (Int). The Vespids themselves are a vaguely insectoid species", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), though this narrow term is an imperfect one that fails to Catfall, Chem Geld, Hard Target, Lightning Reflexes. account for many aspects of their unusual physiology. Their", + "traits": "Dark Sight, Flyer (10), Natural Armour (Chitin), bodies are encased in a chitinous exoskeleton, and sports Improved Natural Weapons, Natural Weapons (Claws), many lethally sharp barbs. They see by way of three pairs of Unnatural Senses (see in normal, infrare" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma vehicle but getting one into close proximity with any (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). Carnifex is a dangerous proposition. Most Carnifex kills registered come from high energy SpecialRul", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int). and terrorize outlying colonies", + "talents": "Ambidextrous, Berserk Charge, Combat Master, All Carnifex species seem well able to adapt to extremes Fearless, Furious Assault, Heightened Senses (Sound, of environment from arctic cold to desert heat. Their Smell), Iron Jaw, Swift Attack, True Grit, Two-wea", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), to all intents and purposes, inexhaustible. If Carnifexes Improved Natural Weapons (Scything Talons), Multiple Arms, demonstrate one vulnerability, it is possibly that their Natural Armour (Bonded Exoskeleton)" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Rogue Psyker: Whispers from the Ordo Xenos Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked have indicated that a psyker named Aralon managed Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; to escape the fal", + "skills": "Awareness (Per), Climb (S), Swim (S). or even during a battle, and piling them at its feet so it may", + "talents": "Ambidextrous, Combat Master, Crushing Blow, feast on them and grow stronger. A Dagon Overlord which Fearless, Heightened Senses (All), Psy Rating (8), Two- devours the body of a creature with 15 or more wounds and Weapon wielder (Melee), Swift Attack, Lightni", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural the GM's discretion, the Overlord may also over time take on Armour (Bonded Exoskeleton), Multiple Arms, Unnatural traits of those it devours as it assimilates their flesh. Strength (x3), Unnatural Tough" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip sky upon their foes like clawed rain, forcing their way through —, Rld —; Living Ammunition, Tearing), Teeth and Claws small openings and blanketing sensors and observation (1d10+3 R; Pen 3, Primitive). towers wit", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), GargoyleHordes: Gargoyles make ideal horde creatures and Contortionist (Ag), Dodge (Ag). can use the Horde rules (see Deathwatch page 359)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons The Lictor also (1d10+14 R; Pen 3; Toxic), Rending gathers information for Claws (1d10+12 R; Pen 5; Razor the Hive Mind. Part of Sharp, Toxic). the creature's unique", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, reputation amongst its foes, as a ghost-like horror which can Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) strike at any time and place, before vanishing", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, fresh prey and seek out large groups of foes that might be hiding Blind Fighting, Catfall, Combat Master, Crushing Blow, or fleeing before the swarm. In this role, they move silently Fearless, Furious Assault, +1...", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive 36 Imperial heroes, such as well-armed Space Marines, which have LICTOR the strength and nerve to slay the beast before it can melt away \"It was like t" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 16, + "stats": { + "profile": { + "ws": 55, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 20, + "per": 40, + "wp": 40, + "fel": 10 + }, + "movement": "5/10/15/30", + "wounds": 16, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5; Razor Sharp)" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending to Tyranid Warriors, with the major exception being their Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer serpentine tail rather than legs, they are in fact very different (30m, –/–/6; 1d10+6 R; Pen 0; Clip —", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment faint as a beating heart, through many metres of intervening (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20. material. Often Raveners strike deep behind a battle", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), in strongholds thought impregnable to outside assault, and Sprint, Swift Attack, Lightning Attack. worse yet for those that must face them; Raveners rarely hunt", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive alone, but are instead often encountered in broods of half a Behaviour (Feed), Natural Armour (Reinforced Chitin), dozen or more creatures. In several recorded cases, when such a Multiple Arms, Unnatural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). of individual Rippers, but en masse they can immobilise and drag down even the strongest Battle-Brother. SpecialRules In certain instances, hive ships have been driven away Horde: Rippers can be used as a Horde (see the Horde rules", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move Rippers are energetic and fearless organisms, quite capable (Ag), Swim (S), Tracking (Int) +10. of pulling down creatures many times their own size, from a", + "talents": "Fearless, Heightened Senses (Smell). rampaging Grox to an armed man. Huge swarms of Rippers", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural are often seen on the battlefield, advancing behind Tyranid Weapons (Mandibles), Instinctive Behaviour (Feed), Natural assault forces. These gorge themselves on the fallen, tearing Armour (Exoskeleton), Size" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric Caravan: A convoy of ground crawlers carrying pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld vital supplies has to get through an area known to be —; Storm, Living Ammunition). frequented by Trygons. T", + "skills": "Awareness (Per), Swim (S), Tracking (Int). their lair within the twisting underground passages. I: The Alien Threat", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Capture: A Trygon Prime is spotted alone and Assault, Heightened Senses (Touch), Swift Attack, Two- apparently injured in the aftermath of a battle. A live weapon Wielder (Melee). sample of a Trygon Prime would b", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), value for study and this represents the best opportunity Improved Natural Weapons (Scything Talons), Instinctive to date to procure one. The Kill-team must find a way Behaviour (Feed), Multiple Arms, Nat" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; take on the role of commanders and Pen 3), or Rending Claws (1d10+12 R; captains within the swarm. Much Pen 5; Razor Sharp), or two Boneswords in the same way as a Hive Tyrant (1d10+12 R; Pen 6; Drain Life), or might lead a host of", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. likely because they blend in with the rest of a Tyranid Warrior", + "talents": "Fearless, Lightning Attack, Swift Attack. brood. Primes are also being encountered in greater and greater", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour numbers within Hive Fleet Dagon, perhaps as a direct response (Bonded Exoskeleton), Multiple Arms, Unnatural Strength to the constantly evolving tactics of Imperial forces and the hive (x2), Unnatural Toughness" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending deliberate evolution of the Hive Mind in creating a lumbering, Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace heavily defended and utterly loyal bodyguard with no sense their Scything Talons with either a", + "skills": "Awareness (Per), Climb (S), Swim (S) +10. as Tyrant Guard have only been observed on the battlefield", + "talents": "Fearless, Swift Attack. and most specimens recovered are extensively damaged by", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded the efforts of destroying them. Exoskeleton), Unnatural Strength (x2), Unnatural Toughness What has been established by Imperial scholars and (x3), Improved Natural Weapons (Scything Talons), Instinctive tact" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). its deadly toxins or lashing out at exposed warriors. In battle, Venomthropes are therefore often found on the flanks of the SpecialRules swarm, or exploiting gaps to get at rear-echelon troops where Toxic Miasm", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10. lasting effects on the Imperium's efforts against the Tyranid", + "talents": "Ambidextrous, Swift Attack. swarms, and as soon as a new method or antidote is found", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive to counter the Venomthrope, it seems the creature quickly Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced adapts and overcomes it. 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Armour (Reinforced Chitin), Shadow in the Warp, Size Psykers who have witnessed these events liken it to the perils (Enormous), Synapse Creature" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Unnatural Strength (x2) Unnatural Toughness (x2) Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Speed: 3/6/9/18 Wounds: 15 Intimidate (S) +20 Skills: Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Ork Weapon), Furious Assault, Hardy, Iron Jaw", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Fighting, True Grit. 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In reality, the accident was Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size engineered by the secret servants of Nurgle to disguise (Massive), Unnatural Strength (" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 7, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Just like the rage-fuelled Bloodthirsters of Khorne, Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). 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The Kill-team Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, must defeat this foe, either rallying what few local Improved Natural Weapons (Daemonic Claws), Mul" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, I only saw the daemon briefly; a Warp Weapon). towering, winged figure in the distance, a brief glimpse before it vanished—but suddenly everything made SpecialRules s", + "skills": "Awareness (Per), Blather (Fel) +20, Ciphers (All) (Int) +20, All that remains is for the Lord of Change to tip the Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) final domino—the Kill-team itself. Will the", + "talents": "Blademaster, Combat Master, Lightning Attack, plans of a vicious and vindictive Lord of Change. Resistance (Psychic Powers), Swift Attack, Strong Minded. The daemon will stop at nothing to prevent the Kill-", + "traits": "Daemonic, †Daemonic Presence (TB 12), Dark Sight, team from succeeding, and as allies desert them and Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), unexpected problems pile up with alarming rapidity, The Stuff of Nightmares, +1 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 10, + "leg": 10 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) Speed: 5/10/15/30 Wounds: 41", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has (Int), Intimidate (S) +20, Lore: Forbidden (", + "talents": "Air of Authority, Blademaster, Counter-Attack, 33 (this also accounts for his exceptionally high number of Combat Master, Crushing Blow, Fearless, Hammer Blow, Into starting Wounds) that does not overload. the Jaws of Hell, Iron Discipline, Lightning Attack", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2). WS bS S T Ag Int Per WP Fel" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any Addendum by Codicier Taelon one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Before I was seconded to the Fearless, Frenzy, Furious Assault, Swift Attack. Deathwatch, I encountered a force of", + "traits": "Brutal Charge, Daemonic (TB 8), †Daemonic Bloodletters on the damned planet of Pyroxis III. Alongside my Battle- Presence, Fear (2), From Beyond, Improved Natural Brothers of the White Scars Chapter, Weapons, Natural Weapons (Claws) Strange Physiology, we had" + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp waving black swords. My Battle- Weapon), Claws (1d10+10 R; Pen 2). Brothers and I fought valiantly, though I saw far too many of my fellow White Scars cut down with merciless SpecialRules Special Rules glee by the daemon'", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, with slender, lithe bodies and an androgynous glamour that Psyniscience (Per), Speak Language (any one). is heightened by the captivating musk that pervades the air", + "talents": "Fearless, Lightning Attack, Lightning around them. A Daemonette's skin is luminously pale and Reflexes, Sprint, Step Aside, Swift Attack. smooth, and the daemon's hands are replaced by long", + "traits": "Daemonic (TB 6), †Daemonic Presence, dextrous claws covered in iron-hard chitin. These claws Fear (2), From Beyond, Improved Natural can bestow a gentle caress or a fatal slash with equal Weapons, Natural Weapons (Claws), skill. Daemonettes move swiftly upon" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Dodge (Ag), Psyniscience (Per), Speak Language (Any one)", + "talents": "Fearless", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Plaguebearer", + "type": "Daemon", + "affiliation": "Chaos: Nurgle", + "book": "Mark of the Xenos", + "page": "112", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/bestiary/entity/mark-of-the-xenos//", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 55, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). SpecialRules BlueHorrors:When a Pink Horror is slain, it vanishes and is replaced by two Blue Horrors (the Blue Horrors appear within 1m of the Pink Horror when it was slain, assuming there is ro", + "skills": "Awareness (Per), Psyniscience (Per), Scholastic Lore unusual appearance, they are supernaturally resilient to (Numerology) (Int), Speak Language (any one). harm, the gifts of their master having inured them to all", + "talents": "Crippling Strike, Fearless. pain. Plaguebearers are constantly surrounded by", + "traits": "Daemonic (TB 6), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Strange Physiology, Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Pink Horror suffer a –10 penalty to Willpower Tests in" + } + }, + { + "bestiaryName": "Chaos Space Marine Sorcerer", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "113", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/chaos-space-marine-sorcerer", + "wounds": 30, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 50, + "fel": 27 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Force Sword (1d10+19 R; Pen 7; Balanced, for information on how these Marks work. The Sorcerer Special), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; may only ever possess a single Mark and may not change Pen 5; Clip 12; Rld Full; Tearing), Astartes Combat Bla", + "skills": "Awareness (Per), Climb (S), Command (Fel) +10, do in fact come from the Thousand Sons Traitor Legion, there Dodge (Ag) +10, Intimidate (S) +20, Literacy (Int), are others who hail from loyalist Chapters—succumbing Lore", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, most devious of them will often end up abandoning their Fearless, Hatred (Loyalist Space Marines), Heightened Senses so-called \"children\" and leave them as lambs to the slaughter, (Sight, Sound, Smell), Jaded", + "traits": "Dark Sight, †Mark of Chaos, Unnatural Strength (x2), Yet Chaos Space Marine Sorcerers have their own ends Unnatural Toughness (x2). beyond mere mayhem and bedlam. They stalk the realms of PsyRating: 5 man in order to collect all manner of arcane knowledge and" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Khorne Berzerkers are savage fighters who revel in the Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; bloodiest of hand-to-hand combats. In their eagerness to Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) It is a small step from martial pride or righteous fervour +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) to battle fury or unthinking bloodlust, and many peerle", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk ravening warriors of unchecked rage—perfect candidates to Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred become a Khorne Berzerker. (Loyalist Space Marines) Heightened Senses (Sight, Sound, Such warr", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), armour decorated with brass that is usually shot scarred and Unnatural Strength (x2), Unnatural Toughness (x2). hacked in many places. Skulls hang from chains around their" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; will serve the Ruinous Powers just as readily as the Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; ceremony going ahead, so the Kill-team must devise a Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen way", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) must be recaptured if possible, failing that it must be +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) destroyed. +20, Lip Reading (Per), Literacy (Int), +1 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, of cultists are working to modify the formations to Feedback Screech, Hatred (Loyalist Space Marines) craft sounds that will resonate through reality and Heightened Senses (All), Jaded, Lightning Reflexes, Litany o", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), of thousands of victims for a mass sacrifice to the Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural greater glory of Slaanesh. These poor wretches will Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, the proteCtIon oF Chaos Tearing, Unbalanced); Lascannon (300m; S/–/–; 6d10+12 If the GM wishes, he may increase an Obliterator's E; Pen 10; Clip X, Rld X); Multi-M", + "skills": "Awareness (Per), Forbidden Lore (Archeotech, Warp, them to a secret Inquisitorial outpost where a team of Daemonology, Traitor Legions) (Int), Intimidate (S), Tech-Use Tech-Adepts await. It is their hope that they can s", + "talents": "Ambidextrous, Crushing Blow, Fearless, Independent ever managed to capture a living Obliterator before. Targeting, Mighty Shot, Swift Attack, Two-Weapon wielder Complications ensue during transport to the facility as (Melee and Ranged). a Chaos warband strike", + "traits": "Auto Stabilised, Daemonic, Fear (2), Natural Armour attempt to free the Obliterator (in the hope that it will (Warped Mechanical Flesh), Regeneration (2), Size (Hulking), be grateful and assist them at a later time). Sturdy, Unnatural Strength (x2), Unnatural" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), The Headsman's Chainaxe (2d10+15 R, Pen 5; Tearing)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) Titanicus Princeps, a Cardinal-Aquilus, and a Commissar- +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) General. The Chamber of Vigilance has received intelligence +20, Literacy (Int), Scrutiny (Per) +...", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk shall be heaped at the base of the Blood God's throne next Charge, Combat Master, Crippling Strike, Diehard, Fearless, is a question to which several senior Inquisitor Lords of the Frenzy, Furious Assault, Hatre...", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen entropy, these devotees of pestilence summon forth 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; the psychic echo of this paragon of plagues, inflicting Pen 2; Toxic 1d10), Force Staff (1d10+10 R,...", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), refining his plagues, using he raging conflicts of the Jericho Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Reach as some vile breeding ground. Literacy (Int), Lore: Forbidden (Daemonology, Psykers,...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Action: Half Action Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Opposed: No Rapid Reload, Swift Attack. Range: 5 metres + Psy Rating radius", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Sustained: Yes Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Description: The grandest and most infamous of Unnatural Toughness (x3). Nurgle's contagions, Nurgle's Rot is known by many Psy Rati..." + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen (8) (8) 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, 48 48 45 45 45 45 47 55 32 Pen 5; Special)", + "skills": "Awareness (Per), Command (Fel) +20, Ciphers (Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, speciAl rules Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) Tides of Time: Atum Sum has the ability to perceive the ebb +20, Logic...", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), grand scheme to utilise the weird energies streaming from it. Unnatural Strength (x2), Unnatural Toughness (x2). Some have even claimed that Atum Sum has conversed with Psy Rating: 6 the Anomaly, or with some v..." + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) and the Dark Mechanicus of Samech have entered into an +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all unholy alliance, the only result of which can be the creation Skill Groups), (Int), Literacy (Int...", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Emperor back to the Well of Night, finally expelling them Drill, Combat Master, Counter Attack, Crushing Blow, Die from the Jericho Reach. Hard, Electro-Graft Use, The Flesh is Weak (3), +9 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996148957.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996148957.json new file mode 100644 index 0000000..7d7848d --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996148957.json @@ -0,0 +1,3921 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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Biomorphs: At the GM's discre...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural Weapons (Scything Talons), Multiple Arms, Natural Armour (Bonded Exoskeleton), Regeneration (5), Size (Massive), Sturdy, Unnatural Strength (x3), +1 more" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; 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S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural Armour (Chitinous Carapace), Natural Weapons (Teeth and Claws), Instinctive Behaviour (Lurk), Tyranid" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), +1 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +6 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural Armour (Reinforced Chitin), Multiple Arms, Size (Hulking), Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Perception (x2), Unnatural Toughness (x2), +3 more" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural Weapons (Rending Claws), Multiple Arms, Natural Armour (Reinforced Chitin), Unnatural Agility (x2), Unnatural Speed, Unnatural Strength (x2), Unnatural Toughness (x2), Tyranid" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural Armour (Reinforced Chitin), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons), Size (Enormous), +2 more" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming Traits, the Swift Attack Talent, and their at...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural Weapons (Mandibles), Instinctive Behaviour (Feed), Natural Armour (Exoskeleton), Size (Puny), Tyranid" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try...", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Thickened scales), Size (Massive), Unnatural Strength (x3), +2 more" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons or Rending Claws), Shadow in the Warp, Size (Enormous), Synapse Creature, +1 more" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural Armour (Bonded Exoskeleton), Unnatural Strength (x2), Unnatural Toughness (x3), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Size (Enormous), Sturdy, Tyranid" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural Armour (Reinforced Chitin), Size (Enormous), Spore Cloud, Unnatural Strength (x2), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural Weapons, Improved Warp Sense, Psy Rating (6), Warp Sense", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural Armour (Reinforced Chitin), Shadow in the Warp, Size (Enormous), Synapse Creature, Tyranid, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), choppa (1d10+7 R; Pen 2; Tearing, Unbalanced)", + "skills": "Awareness (Per), Dodge (Ag), Intimidate (S)", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Street Fighting, True Grit", + "traits": "Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Meganob", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-meganob", + "wounds": 35, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 49, + "t": 49, + "ag": 33, + "int": 23, + "per": 28, + "wp": 28, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 35, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ork Meganob", + "armour": { + "head": 6, + "body": 14, + "arm": 10, + "leg": 10 + }, + "weapons": "Twin-linked Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Twin-Linked, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), Swift Attack, +3 more", + "traits": "Auto-stabilised, Brutal Charge, Fear (1), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Ork Warboss", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "58", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-warboss", + "wounds": 55, + "stats": { + "profile": { + "ws": 55, + "bs": 20, + "s": 55, + "t": 55, + "ag": 43, + "int": 33, + "per": 35, + "wp": 40, + "fel": 25 + }, + "movement": "4/8/12/24", + "wounds": 55, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Ork Warboss", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Shoota (60m; S/3/10; 1d10+8 I; Pen 2; Reload Full; Inaccurate, Unreliable), power claw (1d10+20 R; Pen 8; Unbalanced)", + "skills": "Awareness(Per)+10, Command(Fel)+10, Dodge(Ag), Intimidate (S) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, +6 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2), Waaagh!" + } + }, + { + "bestiaryName": "Big Mek Wurrzog", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "59", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/big-mek-wurrzog", + "wounds": 45, + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 45, + "t": 45, + "ag": 33, + "int": 43, + "per": 35, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 45, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "big Mek Wurrzog", + "armour": { + "head": 6, + "body": 6, + "arm": 4, + "leg": 4 + }, + "weapons": "Kustom mega-blasta (40m; S/–/–; 1d10+18 E; Pen 9; Reload Full; Overheat, Inaccurate, Recharge, Unreliable), Slugga (20m; S/3/–; 1d10+9 I; Pen 2; Clip 18; Reload Full; Inaccurate, Unreliable), ‘uge orky wrench (1d10+15 R; Pen 2; Concussive, Unbalanced)", + "skills": "Awareness, Command (Fel) +10, Demolitions (Int) +20, Intimidate (S) +20, Security (Int) +10, Tech-Use (Int) +20", + "talents": "Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Exotic Weapon Proficiency (Any Ork Weapon), Furious Assault, Hardy, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive), Pistol Weapon Training (Primitive, SP), +3 more", + "traits": "Brutal Charge, Fear (2), Make It Work, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2) Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Crotalid", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "62", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/crotalid", + "wounds": 20, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 45, + "t": 55, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 20, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Crotalid", + "armour": { + "all": 3 + }, + "weapons": "Jaws (1d10+7 R; Pen 3; Tearing, Primitive) Claws (1d5+7 I; Pen 2; Tearing, Primitive). SpecialRules Horde: Crotalids can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Crotalids gain the Warp Swimmers†† and...", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural Weapons. (jaws, claws), Quadruped, Natural Armour (Scaly hide), Size (hulking)" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; Pen 2; Tearing)", + "skills": "Awareness (Per)", + "talents": "Combat Master, Fearless, Heightened Senses (Smell)", + "traits": "Improved Natural Weapons, Natural Armour (Thick Scales), Natural Weapons (Bloodied Claws and Massive Jaws† ), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Lacrymole", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "66", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lacrymole", + "wounds": 30, + "stats": { + "profile": { + "ws": 48, + "bs": 23, + "s": 43, + "t": 41, + "ag": 51, + "int": 32, + "per": 35, + "wp": 35, + "fel": 25 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lacrymole", + "armour": { + "all": 6 + }, + "weapons": "Mandibles (1d10+4 R; Pen 4; Razor Sharp, Tearing)", + "skills": "Awareness (Per), Climb (S), Concealment (Ag) +10, Contortionist (Ag) +20, Dodge (Ag), Security (Ag), Silent Move (Ag) +10, Shadowing (Ag), Slight of Hand (Ag), Swim (S), +1 more", + "talents": "Ambidextrous, Blind Fighting, Catfall, Mimic, Rapid Reaction, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Natural Armour (6), Regeneration (5), Improved Natural Weapons (Mandibles)" + } + }, + { + "bestiaryName": "Loxatl Mercenaries", + "type": "Xenos", + "affiliation": "Minor Xeno Race", + "book": "Mark of the Xenos", + "page": "68", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/loxatl-mercenaries", + "wounds": 28, + "stats": { + "profile": { + "ws": 30, + "bs": 35, + "s": 35, + "t": 30, + "ag": 45, + "int": 25, + "per": 35, + "wp": 35, + "fel": 10 + }, + "movement": "8/16/24/48", + "wounds": 28, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Loxatl Mercenaries", + "armour": { + "all": 2 + }, + "weapons": "Jaws (1d10+3 R; Pen 1; Primitive), Claws (1d5+3 R; Pen 2; Primitive), Flechette blaster (40m; S/3/–; 1d10+6 R; Pen 3; Clip 30; Reload 2 Full; Scatter, Tearing)", + "skills": "Awareness (Per), Dodge (Ag), Climb (S) +20, Concealment (Ag) +10, Search (Per) +10, Shadowing (Ag), Silent Move (Ag) +10, Secret Tongue (Loxatl) (Int), Swim (S) +20, Tracking (Int) +10", + "talents": "Heightened Senses (Taste, Touch), Talented (Climb, Swim)", + "traits": "Crawler, Dark Sight, Natural Weapons. (jaws, claws), Quadruped, Natural Armour (Slimy Hide), Unnatural Agility (x2), Unnatural Speed, Unnatural Senses (Taste/Vibration 75 metres)" + } + }, + { + "bestiaryName": "Apostate Cardinal", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "80", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/apostate-cardinal", + "wounds": 23, + "stats": { + "profile": { + "ws": 35, + "bs": 30, + "s": 32, + "t": 36, + "ag": 33, + "int": 40, + "per": 38, + "wp": 40, + "fel": 40 + }, + "movement": "3/6/9/18", + "wounds": 23, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Apostate Cardinal", + "armour": { + "head": 0, + "body": 0, + "arm": 0, + "leg": 3 + }, + "weapons": "Ceremonial maul containing concealed shock field generator (1d10+3 I; Pen 4; Shocking)", + "skills": "Awareness (Per), Charm (Fel) +10, Command (Fel) +20, Common Lore (Jericho Reach, War) (Int), Deceive (Fel) +10, Forbidden Lore (Heresy) +10 (Int), Inquiry (Fel) +10, Interrogation (WP), Literacy (Int), Intimidate (Str) +10, +3 more", + "talents": "Air of Authority, Battle Rage, Chem Geld, Die Hard, Disturbing Voice, Enemy (Adepta Sororitas, Ecclesiarchy, Inquisition), Frenzy, Hatred (Adepta Sororitas, Ecclesiarchy), Into The Jaws of Hell, Inspire Wrath, +6 more" + } + }, + { + "bestiaryName": "Pontifex Guard", + "type": "Human", + "affiliation": "Imperium: Criminal Underworld", + "book": "Mark of the Xenos", + "page": "83", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pontifex-guard", + "wounds": 25, + "stats": { + "profile": { + "ws": 40, + "bs": 45, + "s": 40, + "t": 45, + "ag": 45, + "int": 30, + "per": 35, + "wp": 40, + "fel": 20 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pontifex Guard", + "armour": { + "all": 6 + }, + "weapons": "Power sword (1d10+12 E; Pen 6; Power Field, Balanced)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Command (Fel), Common Lore (Jericho Reach) (Int), Concealment (Ag) +10, Dodge (Ag), Evaluate (Int), Forbidden Lore (Heresy) (Int), Intimidate (Str) +10, Scrutiny (Per) +10, +5 more", + "talents": "Assassin Strike, Blademaster, Chem Geld, Counter Attack, Crushing Blow, Deflect Shot, Disarm, Double Team, Heightened Senses (Sound), Light Sleeper, +6 more" + } + }, + { + "bestiaryName": "Samech Redemption Servitors", + "type": "Servitor", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "90", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/samech-redemption-servitors", + "wounds": 25, + "stats": { + "profile": { + "ws": 40, + "bs": 55, + "s": 40, + "t": 40, + "ag": 55, + "int": 15, + "per": 40, + "wp": 20, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Redemption Servitor", + "armour": { + "all": 6 + }, + "weapons": "Climbing Spindles (1d10+12 R; Pen 4; Unbalanced), Plasma Cutters (10m; S/2/–; 1d10+8 E; Pen 8; Clip N/A; Rld N/A; Volatile), Techxorcism Cannon (60m; S/–/–; 2d10+6 E; Pen Special††; Clip —; Rld —; Haywire(1), Recharge, Shocking, Special†† )", + "skills": "Acrobatics (Ag), Awareness (Per) +10, Climb (Str), Concealment (Ag) +20, Evaluate (Per)† +10, Search (Per) +10, Silent Move (Ag) +20, Trade (Reclaimator) +20", + "talents": "Binary Chatter, Concealed Cavity, Electrical Succour, Ferric Lure, Ferric Summons, Feedback Screech, Hoverer (5), Independent Targeting, Melee Weapon Training (Universal), Talented (Trade: Reclaimator), +1 more", + "traits": "Armour Plating, Auto-Stabilised, Dark Sight, Fear (1), Machine (4), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Slinnar War Machine", + "type": "Machine", + "affiliation": "Heretek", + "book": "Mark of the Xenos", + "page": "92", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/slinnar-war-machine", + "wounds": 30, + "stats": { + "profile": { + "ws": 45, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 35, + "wp": 30, + "fel": 30 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Slinnar War Machine", + "armour": { + "all": 8 + }, + "weapons": "Integrated Plasma Cannon (80m; S/–/–; 3d10+5 E; Pen 12; Clip —; Rld —, Devastating(5), Reactive), Plasma Scythe (1d10+15 E; Pen 7; Defensive, Felling, Power Field)", + "skills": "Acrobatics (Ag) +10, Awareness (Per), Common Lore (Jericho Reach), Speak Language (Low Gothic), Swim (S), Survival (Int)", + "talents": "Basic Weapon Training (Choose One), Fearless, Furious Assault, Leap Up, Melee Weapon Training (Primitive), Rapid Reaction, Swift Attack, Target Selection", + "traits": "Dark Sight, Undying" + } + }, + { + "bestiaryName": "Spire Slayer", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "94", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/spire-slayer", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 20, + "s": 60, + "t": 50, + "ag": 65, + "int": 50, + "per": 50, + "wp": 50, + "fel": 0 + }, + "movement": "12/24/36/72", + "wounds": 80, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Spire Slayer", + "armour": { + "all": 9 + }, + "weapons": "Empyrean-forged pinions (1d10+14 R; Warp Weapon)", + "skills": "Acrobatics (Ag) +20, Awareness (Per) +10, Climb (S) +20, Concealment (Ag) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) Int +20, Security (Int), Silent Move (Ag) +20, Shadowing (Ag) +20, Survival (Int), +2 more", + "talents": "Ambidextrous, Assassin Strike, Combat Master, Crushing Blow, Dual Strike, Fearless, Leap Up, Lightning Attack, Lightning Reflexes, Preternatural Speed, +4 more", + "traits": "Daemonic (TB 10), Dark Sight, Fear 3, Flyer (12), From Beyond, Machine (2), Multiple Arms, Strange Physiology, The Stuff of Nightmares, Unnatural Agility (x2), +2 more" + } + }, + { + "bestiaryName": "Bloodthirster", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "100", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodthirster", + "wounds": 192, + "stats": { + "profile": { + "ws": 99, + "bs": 40, + "s": 75, + "t": 65, + "ag": 50, + "int": 48, + "per": 60, + "wp": 75, + "fel": 25 + }, + "movement": "7/14/21/42", + "wounds": 192, + "toughnessBonus": 12, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "bloodthirster", + "armour": { + "all": 13 + }, + "weapons": "Axe of Khorne (3d10+21 R; Pen 10; Felling (2), Devastating (3), Razor Sharp, Unbalanced), Whip of Khorne (Range 10m; 1d10+21 R; Pen 8; Snare, Tearing). SpecialRules EmissaryfortheSkullThrone: Unless the GM determines otherwise, a Bloodthirster is always accom...", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp), Intimidate (S) +20, Speak Language (All known languages)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Crippling Strike, Crushing Blow, Dual Strike, Frenzy, Furious Assault, Hammer Blow, Heightened Senses (All), +6 more", + "traits": "Brutal Charge, Daemonic (TB 12), † Daemonic Presence, Fear 4 (Terrifying), Dark Sight, Flyer (10), From Beyond, Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +5 more" + } + }, + { + "bestiaryName": "Great Unclean One", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "102", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-unclean-one", + "wounds": 273, + "stats": { + "profile": { + "ws": 64, + "bs": 42, + "s": 65, + "t": 77, + "ag": 40, + "int": 61, + "per": 43, + "wp": 61, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 273, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Great Unclean One", + "weapons": "Tooth and Nail (1d10+21 R; Pen 2; Felling (2), Toxic), Plague Blade (2d10+21 R; Pen 6; Felling (2), Toxic). SpecialRules CloudofFlies: All those within 5 metres take a –10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting...", + "skills": "Awareness (Per), Scrutiny (Per) +10, Search (Per), Forbidden Lore (Warp, Daemonology) (Int), Deceive (Fel), Speak Language (All known languages)", + "talents": "True Grit, Strong Minded, Bulging Biceps, Crushing Blow, Die Hard", + "traits": "Crawler, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Regeneration (5), Size (Massive), Unnatural Strength (x3), Unnatural Toughness (x2), +2 more" + } + }, + { + "bestiaryName": "Keeper of Secrets", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "104", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/keeper-of-secrets", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 42, + "s": 65, + "t": 72, + "ag": 69, + "int": 65, + "per": 75, + "wp": 75, + "fel": 75 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 14, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Keeper of Secrets", + "weapons": "Etherblade (2d10+18 R; Pen 8; Unwieldy; Warp Weapon), Daemonic Claws (1d10+20 R; Pen 4; Warp Weapon). SpecialRules AuraofAcquiescence: All Greater Daemons of Slaanesh are enshrouded by a beguiling, soporific aura that renders even the most chaste and devout o...", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Invocation (Will) +10, Psyniscience (Per) +20, +3 more", + "talents": "CounterAttack, CripplingStrike, HeightenedSenses(All), LightningAttack, LightningReflexes, PsyRating(8), PreciseBlow, PreternaturalSpeed, Sprint, StepAside, +3 more", + "traits": "Aura of Acquiescence, Daemonic (TB 14), † Daemonic Presence, Dark Sight, Fear 4 (Terrifying), From Beyond, Improved Natural Weapons (Daemonic Claws), Multiple Arms, Size (Massive), Unnatural Fellowship (x2), +6 more" + } + }, + { + "bestiaryName": "Lord of Change", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "106", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lord-of-change", + "wounds": 180, + "stats": { + "profile": { + "ws": 54, + "bs": 53, + "s": 65, + "t": 65, + "ag": 54, + "int": 78, + "per": 65, + "wp": 81, + "fel": 54 + }, + "movement": "8/16/24/48", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Lord of Change", + "weapons": "Claws and Beak (Natural Weapons; 1d10+12 R; Tearing), Staff of Tzeentch (2d10+14 I; Tearing, Warp Weapon). SpecialRules Master of Plotters: All Daemons of Tzeentch are master schemers, their very essence a primal form of deceit and treachery, and the Lords of...", + "skills": "Awareness(Per), Blather(Fel)+20, Ciphers(All)(Int)+20, Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) +20, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore (All) (Int) +20, Intimidate (S) +20, +6 more", + "talents": "Blademaster, Combat Master, Lightning Attack, Resistance (Psychic Powers), Swift Attack, Strong Minded", + "traits": "Daemonic, † Daemonic Presence (TB 12), Dark Sight, Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), The Stuff of Nightmares, Improved Natural Weapons (Claws and Beak), Unnatural Strength (x3), +4 more" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Kyrus the Chantleader", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has made with the Ruinous Powers; this acts as a Force Field (see page 166 in the Deathwatch Rulebook) with...", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: Forbidden (Warp) +20, Security (Int), +1 more", + "talents": "Air of Authority, Blademaster, Counter-Attack, Combat Master, Crushing Blow, Fearless, Hammer Blow, Into the Jaws of Hell, Iron Discipline, Lightning Attack, +3 more", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "bloodletter", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp Weapon), Claws (1d10+10 R; Pen 2). SpecialRules Horde: When Bloodletters form a Horde, they gain the Disciplined and Blood Soaked Tide Traits. Special Rules Horde: When Bloodletters form a Horde, they gain the Disciplined...", + "skills": "Awareness (Per), Climb (S) +20, Dodge (Ag), Intimidate (S) +20, Psyniscience (Per), Speak Language (any one), Wrangling (Int) +10", + "talents": "Battle Rage, Combat Master, Crushing Blow, Fearless, Frenzy, Furious Assault, Swift Attack", + "traits": "Brutal Charge, Daemonic (TB 8), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws) Strange Physiology, Unnatural Strength (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Bloodletter suf..." + } + }, + { + "bestiaryName": "Daemonette", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "110", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/daemonette", + "wounds": 20, + "stats": { + "profile": { + "ws": 45, + "bs": 30, + "s": 43, + "t": 35, + "ag": 50, + "int": 30, + "per": 30, + "wp": 30, + "fel": 50 + }, + "movement": "5/10/15/30", + "wounds": 20, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Daemonette", + "weapons": "Claws (1d10+6 R; Pen 6; Razor Sharp). with slender, lithe bodies and an androgynous glamour that is heightened by the captivating musk that pervades the air around them. A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Preternatural Speed, Strange Physiology, Unnatural Agility (x2), Warp Instability. † Daemonic Presence: All enemies within 10 metres of a Daemonett..." + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos Psychic Powers found on page 127" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +7 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), The Headsman's Chainaxe (2d10+15 R, Pen 5; Tearing)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +8 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5; Special)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Numerology, Occult) (Int) +10, Psyniscience...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; 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S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), Lore: Forbidden (Adeptus Mechanicus, Archeotech, Chaos, Tech, Warp) (Int), Scrutiny (Per) +20, +6 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +8 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996188628.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996188628.json new file mode 100644 index 0000000..f43bc53 --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996188628.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. They live in smallpacksandhunttogetherthrough the forests of Pech, cooperating to bring down larg...", + "skills": "Awareness (Per) +10", + "traits": "Bestial (only applies if rider is killed), Fieldcraft, Improved Natural" + } + }, + { + "bestiaryName": "Great Knarloc", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "21", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/great-knarloc", + "wounds": 50, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 50, + "t": 45, + "ag": 50, + "int": 10, + "per": 35, + "wp": 10, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 50, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Knarloc", + "weapons": "Beak (1d10+10 R; Pen 2). Krootox. Any shot fired at either target that misses by one Degree of Failure or less will strike the other instead. home world of Pech. They live in smallpacksandhunttogetherthrough the forests of Pech, cooperating to bring down larg...", + "skills": "Awareness (Per) +10", + "traits": "Bestial (only applies if rider is killed), Fieldcraft, Improved Natural" + } + }, + { + "bestiaryName": "Kroot Hound", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "23", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kroot-hound", + "wounds": 18, + "stats": { + "profile": { + "ws": 40, + "bs": 0, + "s": 40, + "t": 30, + "ag": 40, + "int": 18, + "per": 45, + "wp": 30, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 18, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Kroot Hound", + "weapons": "Beak (1d10+8 R; Pen 0). Horde: Kroot Hounds can be used as a Horde (see page 359 of the Deathwatch Rulebook). adVenture seed A great way to make use of Kroot Hounds is to have savage packs of them ranging the area in which the Kill- team is operating, hunting...", + "skills": "Awareness (Per) +20, Concealment (Ag) +20, Silent Move (Ag), Tracking (Int) +20", + "talents": "Heightened Senses (Hearing, Smell), Sprint, Takedown", + "traits": "Bestial, Improved Natural" + } + }, + { + "bestiaryName": "Tau Pathfinder", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "24", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tau-pathfinder", + "wounds": 12, + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 35, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Pathfinder", + "armour": { + "head": 7, + "body": 7, + "arm": 7, + "leg": 7 + }, + "weapons": "Pulse Carbine (60m; S/–/3; 2d10+2 E; Pen 4; Clip 24; Rld Full; Gyro-Stabilised) (with integral Markerlight and underslung photon grenade launcher) or Rail Rifle (150m; S/–/–; 2d10+10 I; Pen 9; Clip 16; Rld Full; Devastating [1], Overheats)", + "skills": "Awareness +20 (Per), Common Lore (Tau Empire) (Int), Concealment (+10) (Ag), Dodge (Ag) +10, Shadowing (Ag), Speak Language (Tau) (Int), Tracking (Int)", + "talents": "Exotic Weapon Training (Tau Pulse" + } + }, + { + "bestiaryName": "Vespid Stingwing", + "type": "Xenos", + "affiliation": "Tau", + "book": "Mark of the Xenos", + "page": "26", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/vespid-stingwing", + "wounds": 15, + "stats": { + "profile": { + "ws": 35, + "bs": 45, + "s": 30, + "t": 45, + "ag": 60, + "int": 25, + "per": 30, + "wp": 30, + "fel": 15 + }, + "movement": "4/8/12/28", + "wounds": 15, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Vespid Stingwing", + "armour": { + "all": 3 + }, + "weapons": "Claws (1d10+3; Pen 4), neutron blaster (30m; S/–/–; 1d10+12 E; Pen 8; Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per), Dodge (Ag) +10, Speak Language (Tau, Vespid) (Int), Survival (Int)", + "talents": "Exotic Weapon Training (Vespid Neutron Blaster), Catfall, Chem Geld, Hard Target, Lightning Reflexes", + "traits": "Dark Sight, Flyer (10), Natural" + } + }, + { + "bestiaryName": "Carnifex", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "30", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/carnifex", + "wounds": 100, + "stats": { + "profile": { + "ws": 35, + "bs": 25, + "s": 70, + "t": 65, + "ag": 22, + "int": 20, + "per": 35, + "wp": 45, + "fel": 0 + }, + "movement": "5/10/15/30", + "wounds": 100, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Carnifex", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+23 R; Pen 3), Bio-Plasma (30m; S/–/–; 3d10+10 E; Pen 9; Clip —; Rld —; Blast (5)). SpecialRules LivingBatteringRam:During a Turn in which it charged, the Carnifex's melee attacks gain the Concussive Quality. Biomorphs: At the GM's discre...", + "skills": "Awareness (Per), Climb (S), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Berserk Charge, Combat Master, Fearless, Furious Assault, Heightened Senses (Sound, Smell), Iron Jaw, Swift Attack, True Grit, Two-weapon wielder (Melee)", + "traits": "Brutal Charge, Dark Sight, Fear 3 (Horrifying), Improved Natural" + } + }, + { + "bestiaryName": "Dagon Overlord", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "33", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/dagon-overlord", + "wounds": 180, + "stats": { + "profile": { + "ws": 81, + "bs": 35, + "s": 65, + "t": 63, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 180, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Dagon Overlord", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3), two Boneswords (1d10+20 R; Pen 6, Drain Life), Twin-linked Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing, Twin-linked)", + "skills": "Awareness (Per), Climb (S), Swim (S)", + "talents": "Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (All), Psy Rating (8), Two- Weapon wielder (Melee), Swift Attack, Lightning Attack", + "traits": "Brutal Charge, Dark Sight, Fear 4 (Terrifying), Natural" + } + }, + { + "bestiaryName": "Gargoyle", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "36", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/gargoyle", + "wounds": 9, + "stats": { + "profile": { + "ws": 30, + "bs": 33, + "s": 32, + "t": 30, + "ag": 40, + "int": 10, + "per": 40, + "wp": 30, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 9, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Gargoyle", + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (20m; S/–/–, 1d10+5 R; Pen 3, Clip —, Rld —; Living Ammunition, Tearing), Teeth and Claws (1d10+3 R; Pen 3, Primitive)", + "skills": "Acrobatics (Ag), Awareness (Per), Climb (S), Contortionist (Ag), Dodge (Ag)", + "talents": "Death from Above, Leap Up", + "traits": "Dark Sight, Flyer (20), Natural" + } + }, + { + "bestiaryName": "Lictor", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "37", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/lictor", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 65, + "t": 40, + "ag": 40, + "int": 25, + "per": 45, + "wp": 45, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Lictor", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3; Toxic), Rending Claws (1d10+12 R; Pen 5; Razor Sharp, Toxic)", + "skills": "Acrobatics (Ag), Awareness (Per) +20, Climb (S) +20, Concealment (Ag) +20, Contortionist (Ag) +10, Dodge (Ag) +10, Shadowing (Ag) +20, Silent Move (Ag) +20, Survival (Int) +20, Swim (S), +1 more", + "talents": "Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Fearless, Furious Assault, Hard Target, +6 more", + "traits": "Dark Sight, Fear 3 (Horrifying), Instinctive Behaviour (Lurk), Natural" + } + }, + { + "bestiaryName": "Purestrain Genestealer", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "39", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/purestrain-genestealer", + "wounds": 20, + "stats": { + "profile": { + "ws": 65, + "bs": 0, + "s": 45, + "t": 40, + "ag": 40, + "int": 35, + "per": 60, + "wp": 45, + "fel": 0 + }, + "movement": "8/16/24/48", + "wounds": 20, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Purestrain Genestealer", + "armour": { + "all": 4 + }, + "weapons": "Rending Claws (1d10+12 R; Pen 5, Razor Sharp). SpecialRules Biomorphs: At the GM's discretion, a Purestrain Genstealer may have Adrenal Glands (gaining the Furious Assault Talent) and/or Toxin Sacs (gaining the Toxic [1d10] Trait). BroodTelepathy: Purestrain...", + "skills": "Awareness (Per) +10, Climb (S) +10, Dodge (Ag) +10, Swim (S) +10", + "talents": "Ambidextrous, Fearless, Hard Target, Leap Up, Lightning Attack, Lightning Reflexes, Step Aside, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Improved Natural" + } + }, + { + "bestiaryName": "Ravener", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "41", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ravener", + "wounds": 40, + "stats": { + "profile": { + "ws": 60, + "bs": 0, + "s": 45, + "t": 40, + "ag": 50, + "int": 17, + "per": 50, + "wp": 35, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 40, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Ravener", + "armour": { + "all": 6 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or Devourer (30m, –/–/6; 1d10+6 R; Pen 0; Clip —; Rld —; Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/–; 1d10+6 E; Pen 4; Clip —; Rld —; Living Ammunition, T...", + "skills": "Awareness (Per) +20, Climb (S) +20, Concealment (Ag), Silent Move (Ag), Swim (S) +10, Tracking (Int) +20", + "talents": "Fearless, Heightened Sense (Hearing, Sight, Smell), Sprint, Swift Attack, Lightning Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Burrower, Instinctive Behaviour (Feed), Natural" + } + }, + { + "bestiaryName": "Ripper Swarm", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "43", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ripper-swarm", + "wounds": 10, + "stats": { + "profile": { + "ws": 35, + "bs": 0, + "s": 25, + "t": 30, + "ag": 40, + "int": 10, + "per": 30, + "wp": 30, + "fel": 0 + }, + "movement": "2/4/6/12", + "wounds": 10, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ripper Swarm", + "armour": { + "all": 2 + }, + "weapons": "Mandibles (1d5+3 R; Pen 3). SpecialRules Horde: Rippers can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Rippers gain the Rampage, Relentless, and Overwhelming", + "skills": "Awareness (Per), Climb (S), Dodge (Ag), Silent Move (Ag), Swim (S), Tracking (Int) +10", + "talents": "Fearless, Heightened Senses (Smell)", + "traits": "Burrower (1), Crawler, Dark Sight, Improved Natural" + } + }, + { + "bestiaryName": "Trygon", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "45", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/trygon", + "wounds": 160, + "stats": { + "profile": { + "ws": 50, + "bs": 30, + "s": 60, + "t": 60, + "ag": 40, + "int": 15, + "per": 25, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/16/32", + "wounds": 160, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Trygon", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+20 R; Pen 3), Bio-Electric pulse (Basic; 30m; –/–/12; 2d10+2 E; Pen 4; Clip —; Rld —; Storm, Living Ammunition). SpecialRules Biomorphs: At the GM's discretion, a Trygon may be given the following changes to represent a Trygon Prime. Try...", + "skills": "Awareness (Per), Swim (S), Tracking (Int)", + "talents": "Ambidextrous, Combat Master, Fearless, Furious Assault, Heightened Senses (Touch), Swift Attack, Two- weapon Wielder (Melee)", + "traits": "Burrower (3), Crawler, Dark Sight, Fear 4 (Terrifying), Improved Natural" + } + }, + { + "bestiaryName": "Tyranid Warrior Prime", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "47", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyranid-warrior-prime", + "wounds": 80, + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 50, + "t": 50, + "ag": 50, + "int": 30, + "per": 45, + "wp": 50, + "fel": 0 + }, + "movement": "7/14/21/42", + "wounds": 80, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Tyranid Warrior Prime", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3), or Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or two Boneswords (1d10+12 R; Pen 6; Drain Life), or Bonesword (1d10+12 R; Pen 6; Drain Life) and Lashwhip (1d10+15 R; Pen 3; Flexible, Snare), Devourer (30m, –/–/6; 1d10+6...", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Lightning Attack, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Tyrant Guard", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "49", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/tyrant-guard", + "wounds": 45, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 50, + "t": 60, + "ag": 30, + "int": 10, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 45, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Tyrant Guard", + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3) and Rending Claws (1d10+12 R; Pen 5; Razor Sharp), or may replace their Scything Talons with either a Lash Whip (1d10+15 R; Pen 3; Flexible, Snare) or a Bonesword (1d10+12; Pen 6; Drain Life)", + "skills": "Awareness (Per), Climb (S), Swim (S) +10", + "talents": "Fearless, Swift Attack", + "traits": "Blind, Fear 3 (Horrifying), Natural" + } + }, + { + "bestiaryName": "Venomthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "51", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/venomthrope", + "wounds": 40, + "stats": { + "profile": { + "ws": 48, + "bs": 0, + "s": 55, + "t": 55, + "ag": 40, + "int": 20, + "per": 35, + "wp": 40, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Venomthrope", + "armour": { + "all": 4 + }, + "weapons": "Lash Whips (1d10+13 R; Pen 3, Flexible, Snare). SpecialRules Toxic Miasma: The Venomthrope is an exceedingly toxic creature, its flesh and flailing tendrils dripping with the most virulent haemotoxins, neurotoxins, and deadly phage organisms. It counts as hav...", + "skills": "Awareness (Per), Climb (S), Dodge (Ag) +10", + "talents": "Ambidextrous, Swift Attack", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Instinctive Behaviour (Feed), Multiple Arms, Natural" + } + }, + { + "bestiaryName": "Zoanthrope", + "type": "Xenos", + "affiliation": "Tyranid", + "book": "Mark of the Xenos", + "page": "53", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/zoanthrope", + "wounds": 32, + "stats": { + "profile": { + "ws": 30, + "bs": 45, + "s": 45, + "t": 45, + "ag": 10, + "int": 35, + "per": 45, + "wp": 60, + "fel": 0 + }, + "movement": "3/6/9/24", + "wounds": 32, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Zoanthrope", + "armour": { + "all": 6 + }, + "weapons": "Teeth and Claws (1d10+4 R; Pen 3)", + "skills": "Awareness (Per), Psyniscience (Per) +10", + "talents": "Fearless, Improved Natural", + "traits": "Dark Sight, Fear 3 (Horrifying), Hoverer (6), Natural" + } + }, + { + "bestiaryName": "Ork Boy", + "type": "Xenos", + "affiliation": "Ork", + "book": "Mark of the Xenos", + "page": "57", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/ork-boy", + "wounds": 15, + "stats": { + "profile": { + "ws": 40, + "bs": 20, + "s": 46, + "t": 45, + "ag": 30, + "int": 20, + "per": 25, + "wp": 25, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Troops", + "parsedName": "Ork boy", + "armour": { + "head": 2, + "body": 2, + "arm": 2, + "leg": 2 + }, + "weapons": "Slugga (20m; 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SpecialRules Horde: Crotalids can be used as a Horde (see the Horde rules on page 359 of the Deathwatch Rulebook). While in a Horde, Crotalids gain the Warp Swimmers†† and...", + "skills": "Awareness (Per), Concealment (Ag) +10, Silent Move (Ag) +10, Swim (S) +30", + "talents": "Crushing Blow, Frenzy†, Furious Assault, Fearless, Heightened Senses (Taste), True Grit", + "traits": "Crawler, Dark Sight, Natural" + } + }, + { + "bestiaryName": "Diablodon", + "type": "Xenos", + "affiliation": "Non-affiliated", + "book": "Mark of the Xenos", + "page": "64", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/diablodon", + "wounds": 75, + "stats": { + "profile": { + "ws": 45, + "bs": 0, + "s": 59, + "t": 55, + "ag": 35, + "int": 16, + "per": 40, + "wp": 36, + "fel": 0 + }, + "movement": "6/12/18/36", + "wounds": 75, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Diablodon", + "armour": { + "all": 5 + }, + "weapons": "Bloodied Claws (1d10+15 R; Pen 3; Toxic), Massive Jaws (1d10+15 R; 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SpecialRules Master of Plotters: All Daemons of Tzeentch are master schemers, their very essence a primal form of deceit and treachery, and the Lords of...", + "skills": "Awareness(Per), Blather(Fel)+20, Ciphers(All)(Int)+20, Command (Fel) +20, Common Lore (All) (Int) +20, Charm (Fel) +20, Deceive (Fel) +20, Dodge (Ag), Forbidden Lore (All) (Int) +20, Intimidate (S) +20, +6 more", + "talents": "Blademaster, Combat Master, Lightning Attack, Resistance (Psychic Powers), Swift Attack, Strong Minded", + "traits": "Daemonic, † Daemonic Presence (TB 12), Dark Sight, Fear 4 (Terrifying), Flyer (10), From Beyond, Size (Massive), The Stuff of Nightmares, Improved Natural" + } + }, + { + "bestiaryName": "Kyrus the Chantleader", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "108", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/kyrus-the-chantleader", + "wounds": 41, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 54, + "ag": 46, + "int": 46, + "per": 47, + "wp": 51, + "fel": 49 + }, + "movement": "5/10/15/30", + "wounds": 41, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Kyrus the Chantleader", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Hateblazer (30m; S/–/–; 2d10+8 E; Pen 8; Overheat), Corruptis (1d10+16 R; Warp Weapon) SpecialRules BlessingofChaos: Kyrus is protected by the pacts he has made with the Ruinous Powers; this acts as a Force Field (see page 166 in the Deathwatch Rulebook) with...", + "skills": "Awareness (Per) +10, Charm (Fel) +20, Command (Fel) +20, Deceive (Fel) +20, Dodge (Ag) +20, Interrogation (Int), Intimidate (S) +20, Lore: Forbidden (Chaos) +20, Lore: Forbidden (Warp) +20, Security (Int), +1 more", + "talents": "Air of Authority, Blademaster, Counter-Attack, Combat Master, Crushing Blow, Fearless, Hammer Blow, Into the Jaws of Hell, Iron Discipline, Lightning Attack, +3 more", + "traits": "From Beyond, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Bloodletter", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "109", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/bloodletter", + "wounds": 25, + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 25, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "bloodletter", + "weapons": "Hellblades (1d10+12 R; Balanced, Warp Weapon), Claws (1d10+10 R; Pen 2). 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A Daemonette's skin is luminously pale and smooth, and the daemon's hands are replaced by...", + "skills": "Awareness (Per), Charm (Fel) +20, Dodge (Ag) +20, Psyniscience (Per), Speak Language (any one)", + "talents": "Fearless, Lightning Attack, Lightning Reflexes, Sprint, Step Aside, Swift Attack", + "traits": "Daemonic (TB 6), † Daemonic Presence, Fear (2), From Beyond, Improved Natural" + } + }, + { + "bestiaryName": "Pink Horror", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "111", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/pink-horror", + "wounds": 18, + "stats": { + "profile": { + "ws": 23, + "bs": 35, + "s": 35, + "t": 33, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 18, + "toughnessBonus": 6, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Pink Horror", + "weapons": "Warpfire (30m; S/3/–; 1d10+10 E; Pen 6), Claws (1d10+5; Pen 2). 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; 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Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing),", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +8 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Numerology, Occult) (Int) +10, Psyniscience...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, Logic (Int) +20, Lore: Common (all Skill Groups) (Int), +9 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), Lore: Forbidden (Adeptus Mechanicus, Archeotech, Chaos, Tech, Warp) (Int), Scrutiny (Per) +20, +6 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +8 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996222860.json b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996222860.json new file mode 100644 index 0000000..2437e1b --- /dev/null +++ b/public/deathwatch-bestiary-extracted.json.pre-sanitize.1782996222860.json @@ -0,0 +1,3920 @@ +{ + "generatedAt": "2025-08-17T12:49:07.093Z", + "count": 90, + "results": [ + { + "bestiaryName": "Battle Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 10, + "s": 50, + "t": 50, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 20, + "toughness": null, + "armour": { + "all": 7 + }, + "weapons": "Heavy Bolter / Power Fist", + "chosenOffset": -2, + "toughnessBonus": 5, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 20, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. 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Bolter; Chainsword; Power Armor; Frag Grenades", + "gear": "Astartes Bolter; Chainsword; Power Armor; Frag Grenades", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Astartes Bolter", + "Chainsword", + "Power Armor", + "Frag Grenades" + ], + "abilities": [ + "Tactical Expertise", + "And They Shall Know No Fear", + "Bolter Mastery" + ], + "apiId": 1, + "bestiaryName": "Brother-Sergeant Agamorr", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.798Z", + "profile": { + "ws": 50, + "bs": 50, + "s": 40, + "t": 40, + "ag": 35, + "int": 35, + "per": 40, + "wp": 40, + "fel": 35, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "8" + }, + { + "name": "Ork Nob Skarjaw", + "type": "Ork Nob", + "faction": "Orks", + "threat": "Elite", + "description": "Brutal Ork leader commanding a warband with yellow teef and loud guns", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 30, + "armor": 6, + "bs": 30, + "fel": 25, + "int": 25, + "per": 30, + "s": 45, + "t": 45, + "wounds": 80, + "wp": 35, + "ws": 45, + "profile": { + "ws": 45, + "bs": 30, + "s": 45, + "t": 45, + "ag": 30, + "int": 25, + "per": 30, + "wp": 35, + "fel": 25, + "modifiers": null + }, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6", + "weapons": "Stikkbombs", + "gear": "Big Choppa; Slugga; Eavy Armor; Stikkbombs", + "chosenOffset": null, + "toughnessBonus": 4, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Big Choppa", + "Slugga", + "Eavy Armor", + "Stikkbombs" + ], + "abilities": [ + "Mob Rule", + "Furious Charge", + "'Ere We Go!" + ], + "apiId": 2, + "bestiaryName": "Ork Nob Skarjaw", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": 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+ "toughnessBonus": 3, + "statSource": "structural", + "needsReview": true + }, + "equipment": [ + "Bolt Pistol", + "Power Sword", + "Carapace Armor", + "Auspex" + ], + "abilities": [ + "Authority", + "Purity of Faith", + "Forbidden Lore (Xenos)" + ], + "apiId": 3, + "bestiaryName": "Inquisitor Vex", + "book": "Deathwatch: The Emperor Protects", + "page": null, + "pdf": "Deathwatch__The_Emperor_Protects.pdf", + "updatedAt": "2025-08-16T21:13:28.799Z", + "profile": { + "ws": 40, + "bs": 45, + "s": 35, + "t": 35, + "ag": 40, + "int": 45, + "per": 50, + "wp": 55, + "fel": 40, + "modifiers": null + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "6" + }, + { + "name": "Genestealer Patriarch", + "type": "Genestealer Patriarch", + "faction": "Tyranids", + "threat": "Master", + "description": "Ancient Genestealer patriarch commanding a cult of hybrid offspring", + "source": "Deathwatch: The Emperor Protects", + "stats": { + "ag": 50, + "armor": 4, + "bs": 0, + 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Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Chaos Heretic", + "book": "Deathwatch Core Rulebook", + "page": "361", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 30, + "int": 20, + "per": 30, + "wp": 35, + "fel": 20 + }, + "movement": "3/6/9/18", + "wounds": 10, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Autogun (90m; S/3/10; 1d10+3 I; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 10, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Chaos Space Marine", + "book": "Deathwatch Core Rulebook", + "page": "363", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 50, + "bs": 50, + "s": 65, + "t": 45, + "ag": 40, + "int": 35, + "per": 40, + "wp": 43, + "fel": 17 + }, + "movement": "4/8/12/24", + "wounds": 29, + "toughness": null, + "armour": { + "head": 8, + "arm": 8, + "body": 10, + "leg": 8 + }, + "weapons": "Astartes Bolter (2d10+5 X; Pen 5) / Chainsword", + "chosenOffset": 0, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 29, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "bestiaryName": "Chapter Serf", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 35, + "t": 35, + "ag": 30, + "int": 35, + "per": 30, + "wp": 35, + "fel": 35 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "Laspistol / Combat Knife", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Civilian", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 20, + "s": 25, + "t": 25, + "ag": 30, + "int": 30, + "per": 30, + "wp": 25, + "fel": 30 + }, + "movement": "4/8/12/24", + "wounds": 6, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Improvised", + "chosenOffset": 0, + "toughnessBonus": 2, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 6, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Daemon Prince", + "book": "Mark of the Xenos", + "page": "362", + "pdf": "deathwatch-bestiary-extracted.backup.1755378403365.json", + "stats": { + "profile": { + "ws": 65, + "bs": 40, + "s": 70, + "t": 70, + "ag": 50, + "int": 45, + "per": 45, + "wp": 60, + "fel": 40 + }, + "movement": "6/12/18/36", + "wounds": 80, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Daemon Weapon (2d10+14 R/E; Pen 8)", + "chosenOffset": 1, + "toughnessBonus": 14, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 80, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Gun Drone", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 25, + "s": 20, + "t": 40, + "ag": 40, + "int": 15, + "per": 25, + "wp": 20, + "fel": 10 + }, + "movement": "-", + "wounds": 15, + "toughness": null, + "armour": { + "all": 0 + }, + "weapons": "Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 15, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Hive Tyrant", + "book": "Deathwatch Core Rulebook", + "page": "371", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 78, + "bs": 33, + "s": 60, + "t": 53, + "ag": 45, + "int": 45, + "per": 49, + "wp": 70, + "fel": 10 + }, + "movement": "7/14/21/42", + "wounds": 120, + "toughness": null, + "armour": { + "all": 10 + }, + "weapons": "Scything Talons (1d10+22 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 15, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 18, + "bs": 12, + "s": 75, + "t": 60, + "ag": 66, + "int": 45, + "per": 48, + "wp": 48, + "fel": 48 + }, + "wounds": 120, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Armour of Chaos (All 12). Weapons: Chaos-forged sword (2d10+25 choose R or E or I; Pen 6; Felling, Unwieldy). Gear: None. Special Rules Aura of Despair and Death: The Daemon Prince is surrounded by an unholy aura which saps the will from their enemies. The aura has a range of 75 metres. All opponents of the Daemon Prince within this area suffer a –10 penalty to their Willpower. In addition, the first time any member of a Kill-team finds himself within the Aura of Despair and Death, he must take a Challenging (+0) Willpower Test, taking the –10 penalty imposed by the aura into account. If he fails, the squad takes 1 point of cohesion damage. This means that the potential cohesion damage from the Aura of Despair and Death is equal to the number of Battle-Brothers making up the squad. The Aura of Despair and Death is a mind-affecting fear-based effect, so any Talents, Traits, Equipment or other rules which offer resistance to Warp-based attacks or psychic powers will apply. 363 X I I I : A d v e r s a r i e s Slaves to Darkness: Those lesser beings who serve a Daemon Prince in war are enslaved by fear and bound by terrible oaths to do the Prince’s bidding. They would slay themselves at his command and fear him more than the weapons of the enemy. Any Horde that accompanies the Daemon Prince regains 1d5 Magnitude at the start of their turn as the places of the dead are taken by fresh fanatics. chaos sPace marine (eliTe) “Death to the false Emperor! Death to the weakling Imperium of Mankind!” –Oath of the Traitor Legions Chaos Space Marines are twisted reflections of their Loyalist Imperial counterparts, steeped in centuries of blood and malice, their souls are stained irretrievably by countless foul deeds. In many cases, their bodies are tainted by the mutating touch of the Warp. They are superhuman killers, ruthless and supremely skilled in battle, armed and equipped with powerful weapons and technology taken with them into exile and looted from a score of conquests. Savage and cruel, many are formed into corsair warbands, travelling between the dark stars from warzone to warzone. Endlessly at battle with each other and anyone they cross paths with, Chaos Space Marines most of all seek to hurt and destroy the Imperium they have turned their backs on and which they bitterly despise. They are capable of executing atrocities that would make even the most" + }, + { + "bestiaryName": "Hormagaunt", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 45, + "bs": 20, + "s": 35, + "t": 30, + "ag": 55, + "int": 10, + "per": 40, + "wp": 30, + "fel": 5 + }, + "movement": "9/18/27/54", + "wounds": 9, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Scything Talons (1d10+5 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 9, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Imperial Agent", + "book": "Deathwatch Core Rulebook", + "page": "374", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 35, + "ag": 40, + "int": 40, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/24", + "wounds": 12, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Stub Automatic / Sword", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Field Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 35, + "t": 40, + "ag": 35, + "int": 40, + "per": 40, + "wp": 40, + "fel": 45 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 12, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guard Senior Officer", + "book": "Deathwatch Core Rulebook", + "page": "375", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 38, + "bs": 38, + "s": 38, + "t": 42, + "ag": 38, + "int": 42, + "per": 42, + "wp": 42, + "fel": 48 + }, + "movement": "3/6/9/18", + "wounds": 16, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Bolt Pistol / Power Sword", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 16, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Imperial Guardsman", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 11, + "toughness": 30, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 0, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 35, + "bs": 35, + "s": 30, + "t": 30, + "ag": 30, + "int": 30, + "per": 30, + "wp": 30, + "fel": 25 + }, + "wounds": 11, + "movement": "3/6/9/18", + "toughness": 30, + "armour": "Imperial Guard Flak Armour (Body 3, Arms 3, Legs 3)", + "psychicPowers": "None", + "specialRules": "Imperial Guard Doctrine: Imperial Guardsmen work best as part of a unit. When fighting alongside other Imperial Guard units, they gain +10 to Leadership tests and can use the First Rank, Fire! Second Rank, Fire! special rule for concentrated lasgun volleys.", + "background": "Recruited from across the Imperium, Imperial Guardsmen come from diverse backgrounds but are united in their service to the Emperor. They undergo rigorous training in the use of standard Imperial weapons and tactics before being deployed to warzones across the galaxy.", + "tactics": "Imperial Guard tactics emphasize combined arms, weight of fire, and strategic positioning. Individual guardsmen are expected to follow orders without question and trust in their training and equipment.", + "variants": "Cadian Shock Troops, Catachan Jungle Fighters, Tallarn Desert Raiders, Vostroyan Firstborn, Mordian Iron Guard", + "threat": "Low - Individual Imperial Guardsmen pose little threat to Space Marines, but should not be underestimated when encountered in large numbers or when equipped with heavy weapons.", + "notes": "This is a comprehensive example entry showing all possible stat fields populated for demonstration purposes." + }, + { + "bestiaryName": "Monotask Servitor (Erioch-Pattern)", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 20, + "bs": 10, + "s": 45, + "t": 45, + "ag": 15, + "int": 10, + "per": 20, + "wp": 30, + "fel": 10 + }, + "movement": "3/6/9/18", + "wounds": 15, + "toughness": null, + "armour": { + "all": 5 + }, + "weapons": "Servo-tools", + "chosenOffset": -2, + "toughnessBonus": 4, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 15, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Renegade Militia", + "book": "Deathwatch Core Rulebook", + "page": "360", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 25, + "per": 30, + "wp": 30, + "fel": 25 + }, + "movement": "3/6/9/18", + "wounds": 9, + "toughness": null, + "armour": { + "all": 4 + }, + "weapons": "Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)", + "chosenOffset": 1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 9, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Servo-Skull", + "book": "Deathwatch Core Rulebook", + "page": "376", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 1, + "bs": 15, + "s": 5, + "t": 10, + "ag": 40, + "int": 20, + "per": 45, + "wp": 20, + "fel": 10 + }, + "movement": "4/8/12/24", + "wounds": 3, + "toughness": null, + "armour": { + "all": 2 + }, + "weapons": "None (recon drone)", + "chosenOffset": -2, + "toughnessBonus": 1, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 18, + "bs": 15, + "s": 14, + "t": 78, + "ag": 33, + "int": 60, + "per": 53, + "wp": 45, + "fel": 45 + }, + "wounds": 3, + "movement": "7/14/21/42", + "toughness": null, + "armour": "Bonded Exoskeleton (All 10). Weapons: Scything Talons (1d10+22 R; Pen 3). Gear: None. Special Rules Biomorph: At the GM’s discretion, a Hive Tyrant may be given the Toxic (1d10) Trait. This Trait will also apply to the Hive Tyrant’s Natural Weapon and Ranged attacks. They may be given Bone Swords and Lash Whips in addition to their scything talons from the Tyranid Weapons on page 372 in this chapter. They may also remove the Lightning Attack talent and take a ranged weapon from the Tyranid Weapons listed in the Tyranid Weapons on page 372 in this chapter. Monstrous Tyranid Psyker: The Hive Tyrant is a psyker but their powers drawn upon the power of the Hive Mind rather than direct manipulation of the Warp. Because of this and the monstrous power of the Hive Mind they do not need to test to use their psychic powers and" + }, + { + "bestiaryName": "Tau Commander", + "book": "Mark of the Xenos", + "page": "365", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 41, + "bs": 57, + "s": 50, + "t": 57, + "ag": 48, + "int": 45, + "per": 45, + "wp": 50, + "fel": 50 + }, + "movement": "12/24/36/72", + "wounds": 90, + "toughness": null, + "armour": { + "all": 9 + }, + "weapons": "Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)", + "chosenOffset": 0, + "toughnessBonus": 5, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 90, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Tau Fire Warrior", + "book": "Deathwatch Core Rulebook", + "page": "369", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 25, + "bs": 35, + "s": 30, + "t": 30, + "ag": 25, + "int": 30, + "per": 20, + "wp": 30, + "fel": 30 + }, + "movement": "3/6/9/18", + "wounds": 12, + "toughness": null, + "armour": { + "all": 6 + }, + "weapons": "Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)", + "chosenOffset": 2, + "toughnessBonus": 3, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 12, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tau Stealth Suit", + "book": "Deathwatch Core Rulebook", + "page": "368", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 42, + "s": 42, + "t": 47, + "ag": 38, + "int": 30, + "per": 40, + "wp": 40, + "fel": 40 + }, + "movement": "4/8/12/28", + "wounds": 30, + "toughness": null, + "armour": { + "head": 8, + "body": 8, + "arm": 7, + "leg": 7 + }, + "weapons": "Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)", + "chosenOffset": -1, + "toughnessBonus": 4, + "statSource": "pdf", + "needsReview": false + }, + "_generatedPlaceholder": [ + { + "when": 1755383657663, + "reason": "initial placeholder stats" + } + ], + "profile": { + "ws": 35, + "bs": 25, + "s": 30, + "t": 30, + "ag": 30, + "int": 20, + "per": 30, + "wp": 40, + "fel": 20 + }, + "wounds": 30, + "movement": "3/6/9/18", + "toughness": null, + "armour": "Flak Robes and Brazen Carapace Armour (Horde 5) Weapons: Monoedged blade (1d10+3 R; Pen 2), Autopistol (30m; S/—/6;1d10+2 I; Pen 0; Clip 18; Reload Full).Gear: Respirator, 3 reloads for autopistol. 361 X I I I : A d v e r s a r i e s Chaos “Every moment of anger, hate, deceit, pain, suffering, pleasure, and desire is mirrored in the power of Chaos. When its legions march, they march to return upon us a ruin that is of our own making.” –Arenal, Farseer C haos is Mankind’s waiting damnation, a dark fate that screams and hungers for the souls of Humanity in the Warp beyond. The ever-present threat of Chaos is that of the taint of the Warp. Twisting bodies, and searing minds, it gnaws at the fabric of reality and lures the souls of the weak and unwary to their doom. The Warp is the shadow-realm that mirrors Realspace (that which makes up the tangible reality of the universe), a realm vital to mankind. Without the Warp, travel between the distant stars would be all but impossible, and the Imperium itself would crumble. The Warp is little understood and holds the most terrifying dangers imaginable. Warp-space is a parallel realm of dark emotion, madness, and eternal change. Where the veil between realms is thin, the Warp sometimes breaks through to the physical world with catastrophic results. Within the Warp are entities vast and inexplicable things that feed off negative emotion and sup upon mortal souls. Mankind, with its capacity for fanaticism, violence, vice, despair, and change, is meat without equal to these entities. This myriad sea of unholy beings and their baleful influence is known collectively as Chaos. All these beings, from the lowliest warp-predator to the four great so-called Gods of Chaos—Khorne, lord of battle and bloodshed; Tzeent" + }, + { + "bestiaryName": "Termagant", + "book": "Deathwatch Core Rulebook", + "page": "372", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 30, + "bs": 30, + "s": 30, + "t": 30, + "ag": 30, + "int": 14, + "per": 30, + "wp": 30, + "fel": 5 + }, + "movement": "3/6/9/18", + "wounds": 8, + "toughness": null, + "armour": { + "all": 3 + }, + "weapons": "Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)", + "chosenOffset": -1, + "toughnessBonus": 3, + "statSource": "canon", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 10, + "s": 35, + "t": 55, + "ag": 50, + "int": 57, + "per": 45, + "wp": 40, + "fel": 55 + }, + "wounds": 8, + "movement": "12/24/36/72", + "toughness": null, + "armour": "XV8 Crisis Suit (All 9). Weapons: Plasma rifle, missile pod. Gear: Crisis Battlesuit, incorporating Failsafe Detonator or Ejection System (choose one), micro-bead, xenos-crafted auspex. Failsafe Detonator: So dedicated to the Greater Good are some of the Tau Empire’s heroes that they will equip themselves to make the ultimate sacrifice should defeat be inevitable, and in so doing they might allow their compatriots to escape and fight another day. Should the Commander’s Wounds reach 0, do not roll on the Critical Hits tables. Instead, one of two things happens. The Commander may, in the instant before he looses consciousness, override the Failsafe Detonator, shutting the battlesuit down, and thus he will play no further part in the encounter. Or, if he judges it will further the Greater Good, he may allow the explosive charge embedded in the Battlesuit to detonate, in the hope of slaying his enemies and saving his friends, even as he dies. The Failsafe Detonator explodes the instant the Commander’s Wounds reach 0 (unle" + }, + { + "bestiaryName": "Tyranid Warrior", + "book": "Deathwatch Core Rulebook", + "page": "370", + "pdf": "Deathwatch - Core Rulebook.pdf", + "stats": { + "profile": { + "ws": 55, + "bs": 30, + "s": 60, + "t": 50, + "ag": 44, + "int": 20, + "per": 35, + "wp": 50, + "fel": 10 + }, + "movement": "6/12/18/36", + "wounds": 48, + "toughness": null, + "armour": { + "all": 8 + }, + "weapons": "Scything Talons (1d10+14 R; Pen 3)", + "chosenOffset": -2, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false + }, + "profile": { + "ws": 14, + "bs": 8, + "s": 50, + "t": 50, + "ag": 65, + "int": 45, + "per": 40, + "wp": 35, + "fel": 40 + }, + "wounds": 48, + "movement": "5/10/15/30", + "toughness": null, + "armour": "Astartes Power Armour (Head 8, Arms 8, Body 10, Legs 8). Weapons: Astartes Bolt Pistol (30m; S/3/—; 2d10+5 X; Pen 5; Clip 12; Rld Full, Tearing), Astartes Bolter (100m; S/2/4; 2d10+5 X; Pen 5; Clip 28; Rld Full, Tearing), Astartes Combat Blade (1d10+14 R; Pen 2), Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing). Gear: 2 bolt pistol magazines, 4 bolter magazines. marks of CHaos A Champion of Chaos who has shown exceptional devotion to one of the four great Chaos Gods may be marked by that God. At the GM’s discretion, a Mark of Chaos can be given to a Daemon Prince or another servant of Chaos to create new variations on existing enemies. mark of kHorne Khorne is the murderous God of blood and battle. Those marked by Khorne are savage warriors who lust for spilt blood and slaughter. Effects: Bearers of the Mark of Khorne gain the Berserk Charge, Frenzy, Furious Assault, Resistance (Psychic Powers), Swift Attack, and Whirlwind of Death Talents. If they already have the Swift Attack Talent, they gain the Lightning Attack Talent. mark of TzeenTCH Tzeentch is the Great Sorcerer, the God of magic, conspiracy, and fate. Those Marked by Tzeentch are subtle manipulators and powerful sorcerers. Effects: Bearers of the Mark of Tzeentch gain the Unnatural Willpower (x2) Trait, and the effects of the Daemonic Trait. Many are also granted sorcerous powers represented by a Psy Rating and a selection of Psychic Powers. Appropriate powers to consider are powers such as Augury, Possibility Shield, Lifting the Veil, Compel, and Dominate. mark of nurgle Nurgle is the Lord of Decay who presides over physical corruption, decay and dissolution. Those marked by Nurgle are swollen by corruption, their bodies dead to pain as they rot and gestate the scared plagues of the Lord of Decay. Effects: Bearers of the Mark of Nurgle increase their wounds by 25% and Gain the Stuff of Nightmares and Unnatural Toughness (x2) Traits. If the creature already possesses Unnatural Toughness, increase the multiplier by 1 instead. mark of slaanesH Slaanesh is the Prince of Pleasure, a God of unholy beauty whose domain is every secret pleasure and delight. Those marked by Slaanesh take perverse pleasure in all experience, have a deeply seductive aura, and move with an unnatural fluidity and grace. Effects: Bearers of the Mark of Slaanesh gain the Heightened Senses (All) Talent, and the Unnatural Agility (x2) and Unnatural Fellowship (x2) Traits. 364 X I I I : A d v e r s a r i e s renegade miliTia (TrooPs) “The rewards of tolerance are treachery and betrayal.” –Imperial maxim The servants of Chaos have an unending need for soldiers and trained fighters for their ceaseless war against the universe. Such soldiers may be former Imperial Guardsmen or members of the planetary defence forces of once-loyal worlds turned Traitor or led astray. Others may be regiments raised and drilled on outcast worlds by renegade warlords. Although their origins, ornamentation, and wargear may vary widely, they all serve the cause of the Ruinous Powers. The resources that their Masters can bring to bear and the foibles and preoccupations of the fickle Dark Gods they serve range from famine to plenty, but all have in common discipline and ruthlessness. These factors are enforced with the lash and the threat of torments th" + }, + { + "name": "Alexei Drahj", + "source": "Deathwatch - The Emperor Protects.pdf", + "page": 88, + "pdfPage": 89, + "stats": { + "profile": { + "ws": 10, + "bs": 12, + "s": 80, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "movement": "4/8/12/24", + "wounds": 38, + "skills": "Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, +1 more", + "talents": "Master Orator, Melee Weapon Training (Primitive). Pistol Weapon Training (Las)", + "traits": "Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. Once per Round, as a Free Action, Drahj can make a Willpower Test. If he succeeds, he may add +10 to one Characteristic until the next time he uses this ability. a lexei ’S thug Thug Profile wS BS S T Ag Int Per wP Fel 40 35 35 40 38 30 36 38 24 Movement: 3/6/9/18 Wounds: 18 Skills: Awareness (Per) +10, Climb (S), Dodge (Ag) +10, Intimidate (S) +10, Shadowing (Ag), Si", + "weapons": "Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing)", + "gear": "Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Trans", + "toughnessBonus": 5, + "statSource": "structural", + "needsReview": true + }, + "profile": { + "ws": 10, + "bs": 12, + "s": 8, + "t": 55, + "ag": 50, + "int": 58, + "per": 65, + "wp": 47, + "fel": 52, + "modifiers": [ + 0 + ] + }, + "wounds": 38, + "movement": "4/8/12/24", + "armour": "None. Weapons: Monoblade (1d10+3 R, Pen 2, Balanced), Duelling Laspistol (30m; S/–/–; 1d10+3 E; Pen 7; Clip 1; Rld 1 Full, Accurate, Tearing). Gear: Extremely fine and expensive clothing, ornate and ostentatious jewellery, 2 spare charges for duelling laspistol. alexei drahj This rich merchant is secretly a member of the Transpired Circle. Like his dark peers, he has sacrificed his humanity for wealth and personal power. Alexei Drahj Profile wS BS S T Ag Int Per wP Fel (10) (12) (8) 55 50 58 65 47 52 48 60 50 Movement: 4/8/12/24 Wounds: 38 Skills: Awareness (Per), Carouse (T), Charm (Fel), Command (Fel) +20, Common Lore (Underworld) (Int +10, )Deceive (Fel) +20, Dodge (Ag) +20, Forbidden Lore (Xenos) (Int) +10, Intimidate (S) +10, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic, High Gothic) (Int). Talents: Ambidextrous, Basic Weapon Training (Universal), Concealed Cavity, Heightened Senses (All), Lightning Attack, Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Preternatural Speed, Swift Attack, Unnatural Agility (x2), Unnatural Strength (x2), Unnatural Toughness (x2). Traits: Dark Sight, From Beyond, Regeneration (3), The Stuff of Nightmares, Transpired Alteration. † Armour: Armoured Bodyglove (AP 3). Weapons: Custom Ryza-Pattern Plasma Pistol (30m; S/2/–; 1d10+7 E; Pen 7; Clip 10; Rld 3 Full, Overheats, Reliable), Xenocrafted Power Sword (1d10+16 R; Pen 6; Balanced, Power Field), Xeno-Filament Grenades (Thrown; SBx3m; S/–/–; 4d10+4 R; Pen 6; Blast (1); Tearing). Gear: Expensive yet practical clothing; Personal encrypted vox, chrono, 3 Xeno-filament grenades. † Transpired Alteration: Some members of the Transpired Circle can control their bodies at a structural level that rivals psychic biomancers. 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PsyRating: 5 114 III: The Forces of Chaos PsychicPowers: Choose two of the Chaos Psychic Powers found on page 127" + } + }, + { + "bestiaryName": "Khorne Berzerker", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "115", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/khorne-berzerker", + "wounds": 30, + "stats": { + "profile": { + "ws": 59, + "bs": 40, + "s": 45, + "t": 45, + "ag": 40, + "int": 30, + "per": 40, + "wp": 45, + "fel": 20 + }, + "movement": "5/10/15/30", + "wounds": 30, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Khorne berzerker", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4, Balanced, Tearing) or Berzerker Axe (1d10+18 R; Pen 4; Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing) or Astartes Plasma Pistol (30m; S/2/–; 2d10+6 E; Pen 6; Clip10; Reload 3Fu...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), Jaded, Lightning Attack, +7 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Noise Marine", + "type": "Human", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "117", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/noise-marine", + "wounds": 28, + "stats": { + "profile": { + "ws": 43, + "bs": 43, + "s": 45, + "t": 45, + "ag": 50, + "int": 30, + "per": 49, + "wp": 45, + "fel": 35 + }, + "movement": "6/12/18/36", + "wounds": 28, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Noise Marine", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Chainsword (1d10+14 R; Pen 4; Balanced, Tearing), or Astartes Chain Axe (1d10+18 R; Pen 4), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Noise Marine Blastmaster (150m; S/2/–; 1d10+12 E; Pen 6; Clip —; Rld —; Deva...", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Lip Reading (Per), Literacy (Int), Performer (Fel) +10, Psyniscience (Per), Scrutiny (Per), +3 more", + "talents": "Astartes Weapon Training, Diehard, Fearless, Feedback Screech, Hatred (Loyalist Space Marines) Heightened Senses (All), Jaded, Lightning Reflexes, Litany of Hate, Quick Draw, Rapid Reload, +2 more", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2), Unnatural Perception (x2), Unnatural Fellowship (x2)" + } + }, + { + "bestiaryName": "Obliterator", + "type": "Daemon", + "affiliation": "Chaos", + "book": "Mark of the Xenos", + "page": "120", + "pdf": "MoX.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/mark-of-the-xenos/obliterator", + "wounds": 40, + "stats": { + "profile": { + "ws": 45, + "bs": 50, + "s": 50, + "t": 55, + "ag": 35, + "int": 30, + "per": 40, + "wp": 45, + "fel": 0 + }, + "movement": "4/8/12/24", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Elite", + "parsedName": "Obliterator", + "weapons": "Power Fist (2d10+22 E, Pen 9, Power Field, Unwieldy), Eviscerator Chainblade (1d10+22 R, Pen 5, Tearing, Unbalanced); 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Pen 4; Balanced, Tearing), Astartes Bolt Pistol (30m; S/3/–; 2d10+5 X; Pen 5; Clip12; Reload Full; Tearing), Astartes Bolter (100m; S/3/–; 2d10+5 X; Pen 5; Clip 28; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic)", + "skills": "Awareness (Per), Command (Fel) +10, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Astartes Weapon Training, Crippling Strike, Fearless, Hatred (Loyalist Space Marines), Heightened Senses (Sight, Sound, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear 2 (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10)†, Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "The Headsman of Cellebos", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "83", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/the-headsman-of-cellebos", + "wounds": 40, + "stats": { + "profile": { + "ws": 65, + "bs": 45, + "s": 50, + "t": 50, + "ag": 52, + "int": 32, + "per": 45, + "wp": 48, + "fel": 22 + }, + "movement": "6/12/18/36", + "wounds": 40, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "the headsman of cellebos", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing),", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +10, Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Scrutiny (Per) +20, Speak Language (Low Gothic) (Int), Survival (Int), Swim (S)", + "talents": "Ambidextrous, Astartes Weapon Training, Berserk Charge, Combat Master, Crippling Strike, Diehard, Fearless, Frenzy, Furious Assault, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell), +8 more", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Blight-Master Ussax", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "85", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/blight-master-ussax", + "wounds": 48, + "stats": { + "profile": { + "ws": 45, + "bs": 43, + "s": 45, + "t": 60, + "ag": 42, + "int": 40, + "per": 38, + "wp": 52, + "fel": 28 + }, + "movement": "5/10/15/30", + "wounds": 48, + "toughnessBonus": 18, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "blight-master ussax", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10), Force Staff (1d10+10 R, Pen 5; Special)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag), Forbidden Lore (Daemons, Warp) (Int), Intimidate (S) +20, Literacy (Int), Lore: Forbidden (Daemonology, Psykers, The Warp) (Int), Lore: Scholastic (Chymistry, Legend, Numerology, Occult) (Int) +10, Psyniscience...", + "talents": "Astartes Weapon Training, Crippling Strike, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack", + "traits": "Dark Sight, Fear (2) (Frightening), Size (Hulking), Stuff of Nightmares, Toxic (1d10), Unnatural Strength (x2), Unnatural Toughness (x3)" + } + }, + { + "bestiaryName": "Atum Sum", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "88", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/atum-sum", + "wounds": 36, + "stats": { + "profile": { + "ws": 48, + "bs": 48, + "s": 45, + "t": 45, + "ag": 45, + "int": 45, + "per": 47, + "wp": 55, + "fel": 32 + }, + "movement": "5/10/15/30", + "wounds": 36, + "toughnessBonus": 8, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Atum sum", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Force Staff (1d10+10 R, Pen 5; Special)", + "skills": "Awareness(Per), Command(Fel)+20, Ciphers(Imperial Codes, Inquisition) (Int), Deceive (Fel) +20, Dodge (Ag) +20, Evaluate (Int) +20, Invocation (Will) +20, Intimidate (S) +20, Logic (Int) +20, Lore: Common (all Skill Groups) (Int), +9 more", + "talents": "Astartes Weapon Training, Bolter Drill, Die Hard, Fearless, Hatred (Loyalist Space Marines) Heightened Senses (Sight, Sound, Smell, Touch), Jaded, Quick Draw, Rapid Reload, Swift Attack, True Grit", + "traits": "Dark Sight, Fear (2), Foresight, Size (Hulking), Unnatural Strength (x2), Unnatural Toughness (x2)" + } + }, + { + "bestiaryName": "Warsmith Koros", + "type": "Space Marine", + "affiliation": "Chaos", + "book": "First Founding", + "page": "94", + "pdf": "FF.pdf", + "sourceUrl": "https://www.40krpgtools.com/library/deathwatch/first-founding/warsmith-koros", + "wounds": 43, + "stats": { + "profile": { + "ws": 55, + "bs": 48, + "s": 53, + "t": 55, + "ag": 43, + "int": 62, + "per": 50, + "wp": 55, + "fel": 45 + }, + "movement": "5/10/15/30", + "wounds": 43, + "toughnessBonus": 10, + "statSource": "pdf", + "needsReview": false, + "sourceIndex": "40krpgtools", + "threatTier": "Master", + "parsedName": "Warsmith koros", + "armour": { + "head": 8, + "body": 10, + "arm": 8, + "leg": 8 + }, + "weapons": "Astartes Bolt Pistol (30m; S/3/-; 2d10+5 X, Pen 5; Clip 12; Reload Full; Tearing), Plague Knife (1d10+10 R; Pen 2; Toxic 1d10)", + "skills": "Awareness (Per), Command (Fel) +20, Dodge (Ag) +20, Logic (Int) +20, Intimidate (S) +20, Lore: Common (all Skill Groups), (Int), Literacy (Int), Lore: Forbidden (Adeptus Mechanicus, Archeotech, Chaos, Tech, Warp) (Int), Scrutiny (Per) +20, +6 more", + "talents": "Air of Authority, Astartes Weapon Training, Bolter Drill, Combat Master, Counter Attack, Crushing Blow, Die Hard, Electro-Graft Use, The Flesh is Weak (3), Fearless, +8 more", + "traits": "Size (Hulking), Mechanicus Implants, Unnatural Strength (x2), Unnatural Toughness (x2)" + } + } + ] +} \ No newline at end of file diff --git a/scripts/cleanup-skill-dupes.py b/scripts/cleanup-skill-dupes.py index 062385b..c2bb0f6 100644 --- a/scripts/cleanup-skill-dupes.py +++ b/scripts/cleanup-skill-dupes.py @@ -3,9 +3,33 @@ Remove duplicate/inferior skill entries now that we have clean Core Rulebook versions. Also recategorize clearly non-skill sanitized entries. """ -import re, mysql.connector +import os, re, mysql.connector +from pathlib import Path -DB = dict(host='192.168.1.113', port=3307, user='deathwatch', password='DwRoller@2025!', database='deathwatch') +REPO = Path(__file__).resolve().parent.parent + +def load_env_file(path): + if not path.exists(): + return + for line in path.read_text().splitlines(): + line = line.strip() + if not line or line.startswith('#') or '=' not in line: + continue + key, value = line.split('=', 1) + os.environ.setdefault(key.strip(), value.strip().strip('"').strip("'")) + +load_env_file(REPO / 'database' / '.env') +load_env_file(REPO / '.env') +if not os.environ.get('DB_PASSWORD'): + raise RuntimeError('DB_PASSWORD must be set in database/.env or .env') + +DB = dict( + host=os.environ.get('DB_HOST', '192.168.1.113'), + port=int(os.environ.get('DB_PORT', '3307')), + user=os.environ.get('DB_USER', 'deathwatch'), + password=os.environ['DB_PASSWORD'], + database=os.environ.get('DB_NAME', 'deathwatch'), +) db = mysql.connector.connect(**DB) c = db.cursor() diff --git a/scripts/fix-talent-titles.py b/scripts/fix-talent-titles.py index 4519c9c..ef0695c 100644 --- a/scripts/fix-talent-titles.py +++ b/scripts/fix-talent-titles.py @@ -5,10 +5,33 @@ Fix garbled OCR talent titles in the rules DB. - Set source/source_abbr/category correctly for all talent entries - Remove duplicate sanitized entries where a clean 'talent_*' version exists """ -import re, mysql.connector +import os, re, mysql.connector +from pathlib import Path -DB = dict(host='192.168.1.113', port=3307, user='deathwatch', - password='DwRoller@2025!', database='deathwatch') +REPO = Path(__file__).resolve().parent.parent + +def load_env_file(path): + if not path.exists(): + return + for line in path.read_text().splitlines(): + line = line.strip() + if not line or line.startswith('#') or '=' not in line: + continue + key, value = line.split('=', 1) + os.environ.setdefault(key.strip(), value.strip().strip('"').strip("'")) + +load_env_file(REPO / 'database' / '.env') +load_env_file(REPO / '.env') +if not os.environ.get('DB_PASSWORD'): + raise RuntimeError('DB_PASSWORD must be set in database/.env or .env') + +DB = dict( + host=os.environ.get('DB_HOST', '192.168.1.113'), + port=int(os.environ.get('DB_PORT', '3307')), + user=os.environ.get('DB_USER', 'deathwatch'), + password=os.environ['DB_PASSWORD'], + database=os.environ.get('DB_NAME', 'deathwatch'), +) def normalise_title(raw): """Convert OCR-garbled title to proper Title Case.""" diff --git a/scripts/hydrate-bestiary-from-40krpgtools.js b/scripts/hydrate-bestiary-from-40krpgtools.js new file mode 100644 index 0000000..b632bbc --- /dev/null +++ b/scripts/hydrate-bestiary-from-40krpgtools.js @@ -0,0 +1,327 @@ +#!/usr/bin/env node +/* + * Hydrate staged 40k RPG Tools index rows from local PDFs into the compact live + * bestiary JSON. This does not scrape statblocks from the web; it uses the web + * index as a page map and extracts only compact combat fields from local PDFs. + */ +const fs = require('fs'); +const path = require('path'); +const { execFileSync } = require('child_process'); + +const ROOT = path.join(__dirname, '..'); +const INDEX_PATH = path.join(ROOT, 'database', 'remote-extract', '40krpgtools-bestiary-index.json'); +const PUBLIC_PATH = path.join(ROOT, 'public', 'deathwatch-bestiary-extracted.json'); +const DB_PATH = path.join(ROOT, 'database', 'deathwatch-bestiary-extracted.json'); + +const BOOKS = { + 'Mark of the Xenos': { pdf: path.join(ROOT, 'database', 'rules', 'MoX.pdf'), pageOffset: 6 }, + 'First Founding': { pdf: path.join(ROOT, 'database', 'rules', 'FF.pdf'), pageOffset: 8 }, + 'The Emperor Protects': { pdf: path.join(ROOT, 'database', 'rules', 'HtC.pdf'), pageOffset: 8 }, + 'Rites of Battle': { pdf: path.join(ROOT, 'database', 'rules', 'RoB.pdf'), pageOffset: 8 }, + 'Deathwatch Core Rulebook': { pdf: path.join(ROOT, 'database', 'rules', 'CR.pdf'), pageOffset: 0 }, +}; + +const PROFILE_KEYS = ['ws', 'bs', 's', 't', 'ag', 'int', 'per', 'wp', 'fel']; +const RANK_RE = '(Troops?|Elite|Master|Minion|Personal|Vehicle|Horde)'; + +function argValue(name, fallback = null) { + const prefix = `--${name}=`; + const found = process.argv.find(arg => arg.startsWith(prefix)); + return found ? found.slice(prefix.length) : fallback; +} + +function hasFlag(name) { + return process.argv.includes(`--${name}`); +} + +function norm(value) { + return String(value || '') + .toLowerCase() + .replace(/[’']/g, '') + .replace(/[^a-z0-9]+/g, ' ') + .trim() + .replace(/\s+/g, ' '); +} + +function titleCase(value) { + return String(value || '').replace(/\b\w/g, c => c.toUpperCase()); +} + +function textForPage(book, page) { + const cfg = BOOKS[book]; + const listedPage = Number(page); + const physicalStart = Math.max(1, listedPage); + const physicalEnd = listedPage + cfg.pageOffset + 2; + return execFileSync('pdftotext', ['-raw', '-f', String(physicalStart), '-l', String(physicalEnd), cfg.pdf, '-'], { + cwd: ROOT, + encoding: 'utf8', + maxBuffer: 1024 * 1024 * 8, + }); +} + +function cleanText(value) { + return String(value || '') + .replace(/\u0008/g, '') + .replace(/[“”]/g, '"') + .replace(/[’]/g, "'") + .replace(/\s+/g, ' ') + .replace(/\s+([,.;:])/g, '$1') + .trim(); +} + +function splitTopLevelList(text) { + const items = []; + let current = ''; + let depth = 0; + for (const ch of cleanText(text)) { + if (ch === '(') depth += 1; + if (ch === ')' && depth > 0) depth -= 1; + if (ch === ',' && depth === 0) { + if (current.trim()) items.push(current.trim()); + current = ''; + } else { + current += ch; + } + } + if (current.trim()) items.push(current.trim()); + return items; +} + +function compactList(text, maxItems = 10, maxChars = 260) { + const items = splitTopLevelList(text) + .map(item => item.replace(/[.;:\s]+$/, '').trim()) + .filter(Boolean); + if (!items.length) return ''; + const suffix = items.length > maxItems ? `, +${items.length - maxItems} more` : ''; + const out = items.slice(0, maxItems).join(', ') + suffix; + return out.length > maxChars ? out.slice(0, maxChars - 1).trimEnd() + '...' : out; +} + +function compactText(text, maxChars = 260) { + const out = cleanText(text).replace(/[.;:\s]+$/, ''); + return out.length > maxChars ? out.slice(0, maxChars - 1).trimEnd() + '...' : out; +} + +function section(block, start, stops) { + const startRe = new RegExp(`${start}\\s*:`, 'i'); + const startMatch = startRe.exec(block); + if (!startMatch) return ''; + let rest = block.slice(startMatch.index + startMatch[0].length); + let cut = -1; + for (const stop of stops) { + const looseStop = /^(SpecialRules|Using|Ranged Weapons|Melee Weapons|Table|The Headsman|Tides of|Mark of|Cloud of)$/i.test(stop); + const pattern = looseStop + ? `(?:^|\\s)${stop}(?:\\s*:|\\b)` + : `(?:^|\\n)\\s*${stop}\\s*:`; + const m = new RegExp(pattern, 'i').exec(rest); + if (m && (cut === -1 || m.index < cut)) cut = m.index; + } + if (cut >= 0) rest = rest.slice(0, cut); + return rest; +} + +function profileFromBlock(block) { + const rows = block.split(/\r?\n/); + for (const line of rows) { + const tokens = line.trim().split(/\s+/).filter(Boolean); + const nums = tokens + .map(token => token.replace(/[–—-]{1,2}/g, '0')) + .filter(token => /^\d{1,3}$/.test(token)) + .map(Number); + if (nums.length >= 9) { + return Object.fromEntries(PROFILE_KEYS.map((key, idx) => [key, nums[idx]])); + } + } + return null; +} + +function armourFromText(text) { + const cleaned = cleanText(text); + const all = /\bAll\s+(\d+)/i.exec(cleaned); + if (all) return { all: Number(all[1]) }; + + const body = /\bBody\s+(\d+)/i.exec(cleaned); + const head = /\bHead\s+(\d+)/i.exec(cleaned); + const arms = /\bArms?(?:\s+and\s+Legs)?\s+(\d+)/i.exec(cleaned); + const legs = /\bLegs?\s+(\d+)/i.exec(cleaned); + if (body || head || arms || legs) { + return { + head: head ? Number(head[1]) : (body ? Number(body[1]) : 0), + body: body ? Number(body[1]) : 0, + arm: arms ? Number(arms[1]) : (body ? Number(body[1]) : 0), + leg: legs ? Number(legs[1]) : (arms ? Number(arms[1]) : (body ? Number(body[1]) : 0)), + }; + } + return null; +} + +function tbFrom(profile, traitsText) { + const base = Math.floor((Number(profile.t) || 0) / 10); + const unnatural = /Unnatural Toughness\s*\((?:x|×)(\d+)\)/i.exec(traitsText || ''); + if (unnatural) return base * Number(unnatural[1]); + const daemonic = /Daemonic\s*\(TB\s*(\d+)\)/i.exec(traitsText || ''); + if (daemonic) return Number(daemonic[1]); + return base; +} + +function parseProfilesFromPage(text) { + const matches = []; + const profileRe = new RegExp(`([^\\n\\r]{2,80}?)\\s+\\(${RANK_RE}\\)\\s+Profile`, 'ig'); + let match; + while ((match = profileRe.exec(text))) { + matches.push({ + name: cleanText(match[1]).replace(/^[^A-Za-z0-9]+/, ''), + rank: titleCase(match[2]), + index: match.index, + }); + } + + return matches.map((item, idx) => { + const nextStart = matches[idx + 1]?.index ?? text.length; + const afterProfile = text.slice(item.index, nextStart); + const searchableAfterProfile = afterProfile.replace(/\u0008/g, ''); + const profile = profileFromBlock(afterProfile); + const woundsMatch = /Wounds\s*:?\s*(\d+)/i.exec(searchableAfterProfile); + if (!profile || !woundsMatch) return null; + + const movementMatch = /\b(?:Movement|Move|Speed)\s*:?\s*([0-9/]+)/i.exec(searchableAfterProfile); + const skills = compactList(section(searchableAfterProfile, 'Skills', ['Talents', 'Traits', 'Armour', 'Armor', 'Weapons', 'Gear', 'SpecialRules', 'Special'])); + const talents = compactList(section(searchableAfterProfile, 'Talents', ['Traits', 'Armour', 'Armor', 'Weapons', 'Gear', 'SpecialRules', 'Special'])); + const traitsText = section(searchableAfterProfile, 'Traits', ['Armour', 'Armor', 'Weapons', 'Gear', 'SpecialRules', 'Special', 'Psy Rating', 'Psychic Powers']); + const traits = compactList(traitsText); + const armourText = section(searchableAfterProfile, 'Armou?r', ['Weapons', 'Gear', 'Special', 'Skills', 'Talents', 'Traits']); + const weaponsText = section(searchableAfterProfile, 'Weapons', [ + 'Gear', + 'SpecialRules', + 'Special', + 'Skills', + 'Talents', + 'Traits', + 'Armour', + 'Armor', + 'Mark of', + 'Cloud of', + 'The Headsman', + 'Tides of', + 'Using', + 'Ranged Weapons', + 'Melee Weapons', + 'Table', + ]); + + return { + name: item.name, + rank: item.rank, + profile, + wounds: Number(woundsMatch[1]), + movement: movementMatch ? movementMatch[1] : '', + skills, + talents, + traits, + armour: armourFromText(armourText), + weapons: compactText(weaponsText), + toughnessBonus: tbFrom(profile, traitsText), + }; + }).filter(Boolean); +} + +function loadBestiary(file) { + const raw = JSON.parse(fs.readFileSync(file, 'utf8')); + const arr = Array.isArray(raw) ? raw : (raw.results || raw.entries || raw.items); + if (!Array.isArray(arr)) throw new Error(`Unsupported bestiary shape in ${file}`); + return { raw, arr }; +} + +function toEntry(parsed, indexRow, book) { + const stats = { + profile: parsed.profile, + movement: parsed.movement, + wounds: parsed.wounds, + toughnessBonus: parsed.toughnessBonus, + statSource: 'pdf', + needsReview: false, + sourceIndex: '40krpgtools', + threatTier: parsed.rank, + parsedName: parsed.name, + }; + if (parsed.armour) stats.armour = parsed.armour; + if (parsed.weapons) stats.weapons = parsed.weapons; + if (parsed.skills) stats.skills = parsed.skills; + if (parsed.talents) stats.talents = parsed.talents; + if (parsed.traits) stats.traits = parsed.traits; + return { + bestiaryName: indexRow.name, + type: indexRow.type, + affiliation: indexRow.affiliation, + book, + page: indexRow.page, + pdf: path.basename(BOOKS[book].pdf), + sourceUrl: indexRow.sourceUrl, + wounds: parsed.wounds, + stats, + }; +} + +function main() { + const book = argValue('book', 'Mark of the Xenos'); + const limit = Number(argValue('limit', '0')); + const dryRun = hasFlag('dry-run'); + const replaceBook = hasFlag('replace-book'); + if (!BOOKS[book]) throw new Error(`Unsupported book: ${book}`); + + const index = JSON.parse(fs.readFileSync(INDEX_PATH, 'utf8')); + const { raw, arr } = loadBestiary(PUBLIC_PATH); + if (replaceBook) { + for (let i = arr.length - 1; i >= 0; i -= 1) { + const entry = arr[i] || {}; + if (entry.book === book && entry.stats?.sourceIndex === '40krpgtools') { + arr.splice(i, 1); + } + } + } + const existing = new Set(arr.map(entry => norm(entry.bestiaryName || entry.name)).filter(Boolean)); + const rows = index.entries.filter(row => row.book === book && !existing.has(norm(row.name))); + + const pageCache = new Map(); + const parsedByPage = new Map(); + const added = []; + const skipped = []; + + for (const row of rows) { + if (limit && added.length >= limit) break; + if (!pageCache.has(row.page)) { + const text = textForPage(book, row.page); + pageCache.set(row.page, text); + parsedByPage.set(row.page, parseProfilesFromPage(text)); + } + const parsed = parsedByPage.get(row.page); + const hit = parsed.find(candidate => { + const a = norm(candidate.name); + const b = norm(row.name); + return a === b || a.includes(b) || b.includes(a); + }); + if (!hit) { + skipped.push(`${row.name} (${book} ${row.page})`); + continue; + } + arr.push(toEntry(hit, row, book)); + existing.add(norm(row.name)); + added.push(`${row.name} (${book} ${row.page})`); + } + + if (!dryRun) { + if (!Array.isArray(raw)) raw.count = arr.length; + const serialized = JSON.stringify(raw, null, 2); + for (const file of [PUBLIC_PATH, DB_PATH]) { + if (fs.existsSync(file)) fs.writeFileSync(file + '.pre-hydrate.' + Date.now() + '.json', fs.readFileSync(file)); + fs.writeFileSync(file, serialized); + } + } + + console.log(`${dryRun ? 'Would add' : 'Added'} ${added.length} entries from ${book}`); + added.forEach(name => console.log(` + ${name}`)); + console.log(`Skipped ${skipped.length} rows without a parsed profile match`); + skipped.slice(0, 20).forEach(name => console.log(` - ${name}`)); +} + +main(); diff --git a/scripts/import-40krpgtools-bestiary-index.js b/scripts/import-40krpgtools-bestiary-index.js new file mode 100644 index 0000000..5ccc49b --- /dev/null +++ b/scripts/import-40krpgtools-bestiary-index.js @@ -0,0 +1,136 @@ +#!/usr/bin/env node +/* + * Import the public 40k RPG Tools master bestiary index into a staging file. + * + * The source page is an index of names, type, affiliation, setting, book, and + * page numbers. It is not a statblock source, so this script intentionally does + * not add rows to the live bestiary JSON. Use the staged output to decide which + * local PDFs/pages to hydrate into compact verified entries. + */ +const fs = require('fs'); +const path = require('path'); +const https = require('https'); +if (typeof global.File === 'undefined') { + global.File = class File {}; +} +const cheerio = require('cheerio'); + +const ROOT = path.join(__dirname, '..'); +const SOURCE_URL = 'https://www.40krpgtools.com/bestiary/'; +const OUT_PATH = path.join(ROOT, 'database', 'remote-extract', '40krpgtools-bestiary-index.json'); +const ACTIVE_BESTIARY = path.join(ROOT, 'public', 'deathwatch-bestiary-extracted.json'); + +function argValue(name, fallback = null) { + const prefix = `--${name}=`; + const found = process.argv.find(arg => arg.startsWith(prefix)); + return found ? found.slice(prefix.length) : fallback; +} + +function hasFlag(name) { + return process.argv.includes(`--${name}`); +} + +function norm(value) { + return String(value || '').trim().toLowerCase().replace(/\s+/g, ' '); +} + +function fetchText(url) { + return new Promise((resolve, reject) => { + https.get(url, response => { + if (response.statusCode >= 300 && response.statusCode < 400 && response.headers.location) { + fetchText(new URL(response.headers.location, url).toString()).then(resolve, reject); + return; + } + if (response.statusCode !== 200) { + reject(new Error(`GET ${url} failed with HTTP ${response.statusCode}`)); + return; + } + let body = ''; + response.setEncoding('utf8'); + response.on('data', chunk => { body += chunk; }); + response.on('end', () => resolve(body)); + }).on('error', reject); + }); +} + +function loadActiveNames() { + try { + const raw = JSON.parse(fs.readFileSync(ACTIVE_BESTIARY, 'utf8')); + const arr = Array.isArray(raw) ? raw : (raw.results || raw.entries || raw.items || []); + return new Set(arr.map(entry => norm(entry.bestiaryName || entry.name)).filter(Boolean)); + } catch { + return new Set(); + } +} + +function parseRows(html, activeNames) { + const $ = cheerio.load(html); + const rows = []; + $('#bestiaryTable tr').each((_, tr) => { + const cells = $(tr).find('td'); + if (cells.length < 6) return; + const link = $(cells[0]).find('a').first(); + const href = link.attr('href') || ''; + const entry = { + name: link.text().trim() || $(cells[0]).text().trim(), + type: $(cells[1]).text().trim(), + affiliation: $(cells[2]).text().trim(), + setting: $(cells[3]).text().trim(), + book: $(cells[4]).text().trim(), + page: $(cells[5]).text().trim(), + sourceUrl: href ? new URL(href, SOURCE_URL).toString() : SOURCE_URL, + }; + entry.key = norm(entry.name); + entry.inActiveBestiary = activeNames.has(entry.key); + rows.push(entry); + }); + return rows; +} + +async function main() { + const setting = argValue('setting', 'Deathwatch'); + const includeExisting = hasFlag('include-existing'); + const allSettings = hasFlag('all-settings'); + const activeNames = loadActiveNames(); + const html = await fetchText(SOURCE_URL); + let rows = parseRows(html, activeNames); + + if (!allSettings) rows = rows.filter(row => norm(row.setting) === norm(setting)); + if (!includeExisting) rows = rows.filter(row => !row.inActiveBestiary); + + rows.sort((a, b) => ( + a.book.localeCompare(b.book) || + Number(a.page || 0) - Number(b.page || 0) || + a.name.localeCompare(b.name) + )); + + const byBook = rows.reduce((acc, row) => { + acc[row.book] = (acc[row.book] || 0) + 1; + return acc; + }, {}); + + const output = { + source: SOURCE_URL, + importedAt: new Date().toISOString(), + mode: { + setting: allSettings ? 'all' : setting, + includeExisting, + }, + count: rows.length, + byBook, + entries: rows, + }; + + fs.mkdirSync(path.dirname(OUT_PATH), { recursive: true }); + fs.writeFileSync(OUT_PATH, JSON.stringify(output, null, 2)); + + console.log(`Wrote ${rows.length} staged index rows -> ${path.relative(ROOT, OUT_PATH)}`); + Object.entries(byBook) + .sort((a, b) => b[1] - a[1] || a[0].localeCompare(b[0])) + .forEach(([book, count]) => console.log(` ${book}: ${count}`)); +} + +main().catch(error => { + console.error(error); + process.exit(1); +}); diff --git a/scripts/import-40krpgtools-hordes.js b/scripts/import-40krpgtools-hordes.js new file mode 100644 index 0000000..6dd4a21 --- /dev/null +++ b/scripts/import-40krpgtools-hordes.js @@ -0,0 +1,118 @@ +#!/usr/bin/env node +/* + * Import horde entries from the staged 40k RPG Tools index as compact + * reviewable bestiary rows. These are derived entries, not PDF-parsed + * statblocks, so they are flagged as hordes and kept intentionally small. + */ +const fs = require('fs'); +const path = require('path'); +const { bestiaryHelpers, initializationPromise } = require('../database/mariadb'); + +const ROOT = path.join(__dirname, '..'); +const INDEX_PATH = path.join(ROOT, 'database', 'remote-extract', '40krpgtools-bestiary-index.json'); +const PUBLIC_PATH = path.join(ROOT, 'public', 'deathwatch-bestiary-extracted.json'); +const DB_PATH = path.join(ROOT, 'database', 'deathwatch-bestiary-extracted.json'); + +const HORDE_SPECS = { + 'Mutant Horde': { magnitude: 20, profile: { ws: 30, bs: 20, s: 30, t: 30, ag: 30, int: 20, per: 30, wp: 30, fel: 20 }, damage: '1d10+3 I', pen: 0, armour: 3, tb: 3 }, + 'PDF Guardsman Horde': { magnitude: 20, profile: { ws: 30, bs: 35, s: 30, t: 30, ag: 30, int: 30, per: 30, wp: 30, fel: 25 }, damage: '1d10+3 I', pen: 0, armour: 4, tb: 3 }, + 'Rebel Horde': { magnitude: 20, profile: { ws: 30, bs: 30, s: 30, t: 30, ag: 30, int: 25, per: 30, wp: 30, fel: 25 }, damage: '1d10+3 I', pen: 0, armour: 4, tb: 3 }, + 'Kroot Carnivore Horde': { magnitude: 15, profile: { ws: 40, bs: 20, s: 35, t: 30, ag: 40, int: 20, per: 35, wp: 30, fel: 10 }, damage: '1d10+4 R', pen: 0, armour: 3, tb: 3 }, + 'Regressed Kroot Carnivore Horde': { magnitude: 15, profile: { ws: 40, bs: 20, s: 35, t: 30, ag: 40, int: 20, per: 35, wp: 30, fel: 10 }, damage: '1d10+4 R', pen: 0, armour: 3, tb: 3 }, + 'Hromagaunt Horde': { magnitude: 20, profile: { ws: 45, bs: 20, s: 35, t: 30, ag: 55, int: 10, per: 40, wp: 30, fel: 5 }, damage: '1d10+5 R', pen: 0, armour: 3, tb: 3 }, + 'Termagaunt Horde': { magnitude: 20, profile: { ws: 30, bs: 30, s: 30, t: 30, ag: 30, int: 10, per: 30, wp: 30, fel: 5 }, damage: '1d10+4 R', pen: 0, armour: 3, tb: 3 }, + 'Gargoyle Horde': { magnitude: 20, profile: { ws: 30, bs: 33, s: 32, t: 30, ag: 40, int: 10, per: 40, wp: 30, fel: 0 }, damage: '1d10+5 R', pen: 3, armour: 3, tb: 3 }, +}; + +function loadJson(file) { + const raw = JSON.parse(fs.readFileSync(file, 'utf8')); + const arr = Array.isArray(raw) ? raw : (raw.results || raw.entries || raw.items || []); + if (!Array.isArray(arr)) throw new Error(`Unsupported bestiary JSON shape: ${file}`); + return { raw, arr }; +} + +function norm(value) { + return String(value || '').toLowerCase().replace(/[^a-z0-9]+/g, ' ').trim(); +} + +function appendHordeEntries(arr, indexRows) { + const existing = new Set(arr.map(entry => norm(entry.bestiaryName || entry.name)).filter(Boolean)); + const added = []; + for (const row of indexRows.filter(r => /horde/i.test(String(r.name || '')))) { + const key = norm(row.name); + if (existing.has(key)) continue; + const spec = HORDE_SPECS[row.name] || { + magnitude: 20, + profile: { ws: 30, bs: 25, s: 30, t: 30, ag: 30, int: 20, per: 30, wp: 30, fel: 20 }, + damage: '1d10+3 I', + pen: 0, + armour: 3, + tb: 3, + }; + + const stats = { + horde: true, + magnitude: spec.magnitude, + profile: spec.profile, + wounds: spec.magnitude, + toughnessBonus: spec.tb, + armour: spec.armour, + statSource: 'index-horde', + needsReview: true, + sourceIndex: '40krpgtools-horde-index', + threatTier: 'Horde', + weapons: `Massed attacks (${spec.damage}; Pen ${spec.pen})`, + }; + + arr.push({ + bestiaryName: row.name, + type: row.type, + affiliation: row.affiliation, + book: row.book, + page: row.page, + sourceUrl: row.sourceUrl, + wounds: spec.magnitude, + stats, + horde: true, + magnitude: spec.magnitude, + }); + existing.add(key); + added.push(row.name); + } + return added; +} + +async function main() { + const index = JSON.parse(fs.readFileSync(INDEX_PATH, 'utf8')); + const hordeRows = (index.entries || []).filter(row => /horde/i.test(String(row.name || ''))); + const { raw, arr } = loadJson(PUBLIC_PATH); + const added = appendHordeEntries(arr, hordeRows); + + let payload; + if (Array.isArray(raw)) { + payload = arr; + } else { + raw.results = arr; + raw.count = arr.length; + raw.generatedAt = new Date().toISOString(); + payload = raw; + } + const serialized = JSON.stringify(payload, null, 2); + for (const file of [PUBLIC_PATH, DB_PATH]) { + if (fs.existsSync(file)) fs.writeFileSync(file + '.pre-horde.' + Date.now() + '.json', fs.readFileSync(file)); + fs.writeFileSync(file, serialized); + } + + await initializationPromise; + await bestiaryHelpers.replaceAll(arr); + + console.log(`Imported ${added.length} horde entries into bestiary`); + added.forEach(name => console.log(` + ${name}`)); +} + +main() + .then(() => process.exit(0)) + .catch(error => { + console.error(error); + process.exit(1); + }); diff --git a/scripts/import-bestiary-json-to-db.js b/scripts/import-bestiary-json-to-db.js new file mode 100644 index 0000000..9595ba8 --- /dev/null +++ b/scripts/import-bestiary-json-to-db.js @@ -0,0 +1,54 @@ +#!/usr/bin/env node +/* + * Replace the MariaDB bestiary table from the sanitized active bestiary JSON. + * JSON remains a fallback/mirror; the app reads MariaDB first when available. + */ +const fs = require('fs'); +const path = require('path'); +const { pool, bestiaryHelpers, initializationPromise } = require('../database/mariadb'); + +const ROOT = path.join(__dirname, '..'); +const SOURCE = path.join(ROOT, 'public', 'deathwatch-bestiary-extracted.json'); + +function loadEntries() { + const raw = JSON.parse(fs.readFileSync(SOURCE, 'utf8')); + const entries = Array.isArray(raw) ? raw : (raw.results || raw.entries || raw.items || []); + if (!Array.isArray(entries)) throw new Error(`Unsupported bestiary JSON shape: ${SOURCE}`); + return entries.filter(entry => entry && (entry.bestiaryName || entry.name)); +} + +async function ensureTable() { + await pool.execute(` + CREATE TABLE IF NOT EXISTS bestiary ( + id INT AUTO_INCREMENT PRIMARY KEY, + name VARCHAR(255) NOT NULL, + book VARCHAR(255), + page VARCHAR(50), + pdf VARCHAR(255), + stats TEXT, + profile TEXT, + snippet TEXT, + created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP, + updated_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP, + INDEX idx_bestiary_name (name), + INDEX idx_bestiary_book_page (book, page) + ) + `); +} + +async function main() { + const entries = loadEntries(); + await initializationPromise; + await ensureTable(); + const count = await bestiaryHelpers.replaceAll(entries); + console.log(`Imported ${count} bestiary entries into MariaDB bestiary table`); +} + +main() + .catch(error => { + console.error(error); + process.exitCode = 1; + }) + .finally(async () => { + await pool.end(); + }); diff --git a/scripts/import-midgame-rules-to-db.js b/scripts/import-midgame-rules-to-db.js index c066b6b..5d2f63d 100644 --- a/scripts/import-midgame-rules-to-db.js +++ b/scripts/import-midgame-rules-to-db.js @@ -3,14 +3,21 @@ const fs = require('fs'); const path = require('path'); const mysql = require('mysql2/promise'); +const dotenv = require('dotenv'); const repoRoot = path.resolve(__dirname, '..'); +dotenv.config({ path: path.join(repoRoot, 'database', '.env') }); +dotenv.config({ path: path.join(repoRoot, '.env') }); const rulesPath = path.join(repoRoot, 'database', 'rules', 'rules-database.json'); +if (!process.env.DB_PASSWORD) { + throw new Error('DB_PASSWORD must be set in database/.env or .env'); +} + const dbConfig = { host: process.env.DB_HOST || '192.168.1.113', user: process.env.DB_USER || 'deathwatch', - password: process.env.DB_PASSWORD || 'defaultpassword', + password: process.env.DB_PASSWORD, database: process.env.DB_NAME || 'deathwatch', port: Number(process.env.DB_PORT || 3307) }; diff --git a/scripts/sanitize-bestiary-canonical.js b/scripts/sanitize-bestiary-canonical.js new file mode 100644 index 0000000..9979ae3 --- /dev/null +++ b/scripts/sanitize-bestiary-canonical.js @@ -0,0 +1,329 @@ +#!/usr/bin/env node +/* + * sanitize-bestiary-canonical.js + * + * The extracted bestiary (public/deathwatch-bestiary-extracted.json) is the + * effective data source for the dice roller and Bestiary tab (MariaDB has no + * `bestiary` table, so loadBestiaryData() falls back to this JSON). + * + * The extraction was badly corrupted: distinct creatures shared mis-aligned + * statblocks (e.g. Civilian / Servo-Skull / Imperial Agent all got the Hive + * Tyrant's line, T78 / W120), and some NPCs stored Strength/Toughness BONUS + * values (single digits) in place of the characteristic. + * + * This script rebuilds each entry from authoritative sources: + * - CANON: statblocks read from the rulebook PDFs in database/rules/ + * (CR = Core Rulebook, MoX = Mark of the Xenos) via pdftotext. + * - OCR: the 5 NPCs in database/remote-extract/all_deathwatch_statblocks.json. + * - Structural fixes for anything else: single-digit S/T -> x10, wounds > 0, + * Toughness Bonus recomputed (with Unnatural Toughness where noted). + * + * Every touched entry records `stats.statSource` ('pdf' | 'ocr' | 'structural') + * and `stats.needsReview` for values that are canonical-fill rather than + * directly verified, so the remainder can be audited later. + * + * Backups are written next to each target before it is overwritten. + */ +const fs = require('fs'); +const path = require('path'); + +const ROOT = path.join(__dirname, '..'); +const TARGETS = [ + path.join(ROOT, 'public', 'deathwatch-bestiary-extracted.json'), + path.join(ROOT, 'database', 'deathwatch-bestiary-extracted.json'), +]; +const OCR_PATH = path.join(ROOT, 'database', 'remote-extract', 'all_deathwatch_statblocks.json'); + +const P = (ws, bs, s, t, ag, int, per, wp, fel) => ({ ws, bs, s, t, ag, int, per, wp, fel }); + +// tb: effective Toughness Bonus (includes Unnatural Toughness where it applies). +// armour: number = all locations; object = per-location {head,body,arm,leg} or {all}. +// source 'pdf' = read from rulebook PDF; 'canon' = well-known value, flag review. +const CANON = { + // ---- Deathwatch Core Rulebook (verified from CR.pdf) ---- + 'chaos space marine': { profile: P(50,50,65,45,40,35,40,43,17), wounds: 29, tb: 4, armour: { head:8, arm:8, body:10, leg:8 }, movement: '4/8/12/24', weapon: 'Astartes Bolter (2d10+5 X; Pen 5) / Chainsword', book: 'Deathwatch Core Rulebook', page: '363', source: 'pdf' }, + 'tyranid warrior': { profile: P(55,30,60,50,44,20,35,50,10), wounds: 48, tb: 10, armour: { all:8 }, movement: '6/12/18/36', weapon: 'Scything Talons (1d10+14 R; Pen 3)', book: 'Deathwatch Core Rulebook', page: '370', source: 'pdf' }, + 'hive tyrant': { profile: P(78,33,60,53,45,45,49,70,10), wounds: 120, tb: 15, armour: { all:10 }, movement: '7/14/21/42', weapon: 'Scything Talons (1d10+22 R; Pen 3)', book: 'Deathwatch Core Rulebook', page: '371', source: 'pdf' }, + 'hormagaunt': { profile: P(45,20,35,30,55,10,40,30,5), wounds: 9, tb: 3, armour: { all:3 }, movement: '9/18/27/54', weapon: 'Scything Talons (1d10+5 R; Pen 0)', book: 'Deathwatch Core Rulebook', page: '372', source: 'pdf' }, + 'termagant': { profile: P(30,30,30,30,30,14,30,30,5), wounds: 8, tb: 3, armour: { all:3 }, movement: '3/6/9/18', weapon: 'Fleshborer (10m; S/-/-; 1d10+6 R; Pen 0)', book: 'Deathwatch Core Rulebook', page: '372', source: 'canon' }, + 'tau fire warrior': { profile: P(25,35,30,30,25,30,20,30,30), wounds: 12, tb: 3, armour: { all:6 }, movement: '3/6/9/18', weapon: 'Pulse Rifle (100m; S/3/-; 1d10+9 E; Pen 4)', book: 'Deathwatch Core Rulebook', page: '369', source: 'pdf' }, + 'tau stealth suit': { profile: P(30,42,42,47,38,30,40,40,40), wounds: 30, tb: 4, armour: { head:8, body:8, arm:7, leg:7 }, movement: '4/8/12/28', weapon: 'Burst Cannon (60m; -/-/6; 1d10+8 E; Pen 4)', book: 'Deathwatch Core Rulebook', page: '368', source: 'pdf' }, + 'gun drone': { profile: P(20,25,20,40,40,15,25,20,10), wounds: 15, tb: 4, armour: { all:0 }, movement: '-', weapon: 'Twin-linked Pulse Carbines (30m; S/3/-; 1d10+8 E; Pen 4)', book: 'Deathwatch Core Rulebook', page: '368', source: 'pdf' }, + 'chaos heretic': { profile: P(35,35,35,35,30,20,30,35,20), wounds: 10, tb: 3, armour: { all:4 }, movement: '3/6/9/18', weapon: 'Autogun (90m; S/3/10; 1d10+3 I; Pen 0)', book: 'Deathwatch Core Rulebook', page: '361', source: 'pdf' }, + 'renegade militia': { profile: P(30,30,30,30,30,25,30,30,25), wounds: 9, tb: 3, armour: { all:4 }, movement: '3/6/9/18', weapon: 'Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)', book: 'Deathwatch Core Rulebook', page: '360', source: 'canon' }, + 'imperial guardsman': { profile: P(35,35,30,30,30,30,30,30,30), wounds: 11, tb: 3, armour: { all:4 }, movement: '3/6/9/18', weapon: 'Lasgun (100m; S/3/-; 1d10+3 E; Pen 0)', book: 'Deathwatch Core Rulebook', page: '360', source: 'canon' }, + 'battle servitor (erioch-pattern)': { profile: P(25,10,50,50,15,10,20,30,10), wounds: 20, tb: 5, armour: { all:7 }, movement: '3/6/9/18', weapon: 'Heavy Bolter / Power Fist', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + 'monotask servitor (erioch-pattern)': { profile: P(20,10,45,45,15,10,20,30,10), wounds: 15, tb: 4, armour: { all:5 }, movement: '3/6/9/18', weapon: 'Servo-tools', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + 'industrial servitor': { profile: P(20,10,45,45,15,10,20,30,10), wounds: 18, tb: 4, armour: { all:6 }, movement: '3/6/9/18', weapon: 'Industrial tools', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + 'servo-skull': { profile: P(1,15,5,10,40,20,45,20,10), wounds: 3, tb: 1, armour: { all:2 }, movement: '4/8/12/24', weapon: 'None (recon drone)', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + 'civilian': { profile: P(20,20,25,25,30,30,30,25,30), wounds: 6, tb: 2, armour: { all:0 }, movement: '4/8/12/24', weapon: 'Improvised', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + 'chapter serf': { profile: P(30,30,35,35,30,35,30,35,35), wounds: 12, tb: 3, armour: { all:2 }, movement: '4/8/12/24', weapon: 'Laspistol / Combat Knife', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + 'imperial agent': { profile: P(35,35,35,35,40,40,40,40,40), wounds: 12, tb: 3, armour: { all:4 }, movement: '4/8/12/24', weapon: 'Stub Automatic / Sword', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + 'imperial guard field officer': { profile: P(35,35,35,40,35,40,40,40,45), wounds: 12, tb: 4, armour: { all:5 }, movement: '3/6/9/18', weapon: 'Bolt Pistol / Power Sword', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + 'imperial guard senior officer': { profile: P(38,38,38,42,38,42,42,42,48), wounds: 16, tb: 4, armour: { all:5 }, movement: '3/6/9/18', weapon: 'Bolt Pistol / Power Sword', book: 'Deathwatch Core Rulebook', page: '', source: 'canon' }, + + // ---- Mark of the Xenos (verified / canonical) ---- + 'tau commander': { profile: P(41,57,50,57,48,45,45,50,50), wounds: 90, tb: 5, armour: { all:9 }, movement: '12/24/36/72', weapon: 'Burst Cannon + Fusion Blaster (XV-8 Crisis Suit)', book: 'Mark of the Xenos', page: '', source: 'pdf' }, + 'genestealer': { profile: P(55,0,45,40,50,20,40,40,10), wounds: 16, tb: 8, armour: { all:4 }, movement: '5/10/15/30', weapon: 'Rending Claws (1d10+12 R; Pen 5; Razor Sharp)', book: 'Mark of the Xenos', page: '44', source: 'pdf' }, + 'ork nob': { profile: P(45,20,45,45,33,20,30,40,25), wounds: 22, tb: 5, armour: { head:6, body:6, arm:4, leg:4 }, movement: '4/8/12/24', weapon: "Big Choppa (2d10+9 R; Pen 2) / Slugga", book: 'Mark of the Xenos', page: '', source: 'canon' }, + 'daemon prince': { profile: P(65,40,70,70,50,45,45,60,40), wounds: 80, tb: 14, armour: { all:8 }, movement: '6/12/18/36', weapon: 'Daemon Weapon (2d10+14 R/E; Pen 8)', book: 'Mark of the Xenos', page: '', source: 'canon' }, + + // ---- Named characters verified from CR.pdf ---- + 'apostle bellephrades': { profile: P(75,60,66,45,48,48,48,75,30), wounds: 80, tb: 8, armour: { all:12 }, movement: '4/8/12/24', weapon: 'Chaos-forged sword (2d10+25 R/E/I; Pen 6; Felling, Unwieldy)', book: 'Deathwatch Core Rulebook', page: '363', source: 'pdf' }, +}; + +// Alternate spellings in the data -> canonical key +const ALIASES = { + 'tyrannid warrior': 'tyranid warrior', + 'tau commander (crisis suit)': 'tau commander', +}; + +function norm(name) { + return String(name || '').trim().toLowerCase().replace(/\s+/g, ' '); +} + +function tbFrom(profile) { + const t = Number(profile && profile.t) || 0; + return Math.floor(t / 10); +} + +const SECTION_HEADERS = [ + 'Skills', 'Talents', 'Traits', 'Armour', 'Armor', 'Weapons', 'Gear', + 'Special Rules', 'Special Abilities', 'Psychic Powers', 'Tactical Demeanour', + 'Solo Mode', 'Squad Mode', 'Marks of Chaos', 'Biomorph', +]; + +function normalizeText(value) { + return String(value || '') + .replace(/\s+/g, ' ') + .replace(/\s+([,.;:])/g, '$1') + .trim(); +} + +function splitTopLevelList(text) { + const items = []; + let current = ''; + let depth = 0; + for (const ch of text) { + if (ch === '(') depth += 1; + if (ch === ')' && depth > 0) depth -= 1; + if (ch === ',' && depth === 0) { + if (current.trim()) items.push(current.trim()); + current = ''; + } else { + current += ch; + } + } + if (current.trim()) items.push(current.trim()); + return items; +} + +function stripAfterNextSection(text, currentHeader) { + let cleaned = normalizeText(text); + if (!cleaned) return ''; + const start = new RegExp(`^${currentHeader}\\s*:`, 'i'); + cleaned = cleaned.replace(start, '').trim(); + + const otherHeaders = SECTION_HEADERS.filter(h => h.toLowerCase() !== currentHeader.toLowerCase()); + let cutAt = -1; + for (const header of otherHeaders) { + const match = new RegExp(`(?:^|[.\\s])${header}\\s*:`, 'i').exec(cleaned); + if (match && (cutAt === -1 || match.index < cutAt)) cutAt = match.index; + } + if (cutAt >= 0) cleaned = cleaned.slice(0, cutAt); + return cleaned.replace(/[.;:\s]+$/, '').trim(); +} + +function compactListField(value, currentHeader, maxItems = 10, maxChars = 260) { + const text = stripAfterNextSection(value, currentHeader); + if (!text) return ''; + const items = splitTopLevelList(text) + .map(item => item.replace(/[.;:\s]+$/, '').trim()) + .filter(Boolean); + if (!items.length) return text.slice(0, maxChars).trim(); + const visible = items.slice(0, maxItems); + const suffix = items.length > maxItems ? `, +${items.length - maxItems} more` : ''; + const joined = visible.join(', ') + suffix; + return joined.length > maxChars ? joined.slice(0, maxChars - 1).trimEnd() + '...' : joined; +} + +function compactTextField(value, currentHeader, maxChars = 220) { + const text = stripAfterNextSection(value, currentHeader); + if (!text) return ''; + return text.length > maxChars ? text.slice(0, maxChars - 1).trimEnd() + '...' : text; +} + +function deleteEmpty(obj, key) { + if (obj[key] == null || obj[key] === '') delete obj[key]; +} + +function compactEntry(entry) { + delete entry.pageText; + delete entry.snippet; + + const stats = entry.stats || (entry.stats = {}); + delete stats.pageText; + delete stats.snippet; + + stats.skills = compactListField(stats.skills || entry.skills, 'Skills', 8, 220); + stats.talents = compactListField(stats.talents || entry.talents, 'Talents', 10, 260); + stats.traits = compactListField(stats.traits || entry.traits, 'Traits', 10, 260); + stats.weapons = compactTextField(stats.weapons || entry.weapons, 'Weapons', 260); + stats.gear = compactTextField(stats.gear || entry.gear, 'Gear', 180); + + for (const key of ['skills', 'talents', 'traits', 'weapons', 'gear']) { + delete entry[key]; + deleteEmpty(stats, key); + } +} + +// Fix a profile that stored single-digit Strength/Toughness *bonuses* as the +// characteristic (e.g. S 4 -> S 40). Only touches values 1..9 with a matching +// two-digit sibling elsewhere, to avoid clobbering genuinely-low machine stats. +function fixBonusChars(profile) { + let changed = false; + for (const k of ['s', 't', 'ws', 'bs', 'ag']) { + const v = Number(profile[k]); + if (Number.isFinite(v) && v >= 1 && v <= 9) { profile[k] = v * 10; changed = true; } + } + return changed; +} + +function loadOcr() { + try { + const list = JSON.parse(fs.readFileSync(OCR_PATH, 'utf8')); + const map = {}; + for (const e of list) map[norm(e.name)] = e; + return map; + } catch { return {}; } +} + +function applyCanon(entry, c) { + const stats = entry.stats || (entry.stats = {}); + stats.profile = { ...c.profile }; + stats.wounds = c.wounds; + entry.wounds = c.wounds; + stats.movement = c.movement; + stats.toughnessBonus = c.tb; // effective TB (incl. Unnatural Toughness) + stats.armour = c.armour; + stats.weapons = c.weapon; + delete stats.skills; + delete stats.talents; + delete stats.traits; + delete stats.gear; + delete stats.special; + delete entry.skills; + delete entry.talents; + delete entry.traits; + delete entry.gear; + delete entry.special; + stats.statSource = c.source === 'pdf' ? 'pdf' : 'canon'; + stats.needsReview = c.source !== 'pdf'; + if (c.book) entry.book = c.book; + if (c.page) entry.page = c.page; +} + +function applyOcr(entry, o) { + const stats = entry.stats || (entry.stats = {}); + const s = o.stats || {}; + stats.profile = { ws:s.ws, bs:s.bs, s:s.s, t:s.t, ag:s.ag, int:s.int, per:s.per, wp:s.wp, fel:s.fel }; + const w = Number(o.wounds) > 0 ? Number(o.wounds) : (Number(entry.wounds) || Number(stats.wounds) || 15); + stats.wounds = w; entry.wounds = w; + if (o.movement) stats.movement = String(o.movement).replace(/\s*Wounds:.*$/i, '').trim(); + stats.toughnessBonus = tbFrom(stats.profile); + stats.statSource = 'ocr'; + stats.needsReview = false; +} + +function titleCase(key) { + return key.replace(/\b\w/g, c => c.toUpperCase()); +} + +function newEntryFromCanon(key, c) { + const entry = { bestiaryName: titleCase(key), book: c.book || '', page: c.page || '', pdf: 'sanitize-bestiary-canonical.js', stats: {} }; + applyCanon(entry, c); + return entry; +} + +function sanitize(arr, ocr) { + const report = { pdf: [], canon: [], ocr: [], structural: [], added: [] }; + const usedCanon = new Set(); + for (const entry of arr) { + if (norm(entry.bestiaryName || entry.name) === 'genestealer' && /purestrain-genestealer/i.test(entry.sourceUrl || '')) { + entry.bestiaryName = 'Purestrain Genestealer'; + entry.page = '39'; + } + const name = norm(entry.bestiaryName || entry.name); + const key = ALIASES[name] || name; + if (CANON[key]) { + if (key !== name) entry.bestiaryName = titleCase(key); + usedCanon.add(key); + applyCanon(entry, CANON[key]); + (CANON[key].source === 'pdf' ? report.pdf : report.canon).push(entry.bestiaryName || entry.name); + continue; + } + if (ocr[name]) { + applyOcr(entry, ocr[name]); + report.ocr.push(entry.bestiaryName || entry.name); + continue; + } + // Structural fixes for everything else. + const stats = entry.stats || (entry.stats = {}); + const profile = stats.profile || (stats.profile = {}); + const fixed = fixBonusChars(profile); + let w = Number(entry.wounds ?? stats.wounds); + if (!Number.isFinite(w) || w <= 0) w = 15; + stats.wounds = w; entry.wounds = w; + stats.toughnessBonus = Number(stats.toughnessBonus) || tbFrom(profile); + const hasPdfProfile = (stats.statSource === 'pdf' || stats.sourceIndex === '40krpgtools') + && ['ws', 'bs', 's', 't', 'ag', 'int', 'per', 'wp', 'fel'].every(k => Number.isFinite(Number(profile[k]))); + if (hasPdfProfile) { + stats.statSource = 'pdf'; + stats.needsReview = false; + report.pdf.push(entry.bestiaryName || entry.name); + } else { + stats.statSource = 'structural'; + stats.needsReview = true; + report.structural.push((entry.bestiaryName || entry.name) + (fixed ? ' (S/T x10)' : '')); + } + } + // Add any canonical creatures that had no matching entry (e.g. standalone + // Genestealer, Apostle Bellephrades) so the full set is present. + for (const key of Object.keys(CANON)) { + if (usedCanon.has(key)) continue; + arr.push(newEntryFromCanon(key, CANON[key])); + report.added.push(titleCase(key)); + } + for (const entry of arr) compactEntry(entry); + return report; +} + +function main() { + const ocr = loadOcr(); + // Sanitize the effective source (public), then mirror it to the stale DB copy + // so both agree. + const source = TARGETS[0]; + const raw = JSON.parse(fs.readFileSync(source, 'utf8')); + const arr = Array.isArray(raw) ? raw : (raw.results || raw.entries || raw.items); + if (!Array.isArray(arr)) { console.log('unknown shape:', source); return; } + const report = sanitize(arr, ocr); + if (!Array.isArray(raw)) raw.count = arr.length; + const serialized = JSON.stringify(raw, null, 2); + for (const target of TARGETS) { + if (target !== source && !fs.existsSync(path.dirname(target))) continue; + if (fs.existsSync(target)) fs.writeFileSync(target + '.pre-sanitize.' + Date.now() + '.json', fs.readFileSync(target)); + fs.writeFileSync(target, serialized); + console.log('wrote ->', path.relative(ROOT, target), '(' + arr.length + ' entries)'); + } + if (report) { + const line = (label, a) => console.log(` ${label} (${a.length}): ${a.join(', ')}`); + console.log('\nResults:'); + line('PDF-verified', report.pdf); + line('Canonical-fill (review)', report.canon); + line('OCR-restored', report.ocr); + line('Structural-only (review)', report.structural); + line('Added (new entries)', report.added); + } +} + +main(); diff --git a/scripts/scrape-rulebooks.py b/scripts/scrape-rulebooks.py index f6d5d5a..c0e4d4c 100644 --- a/scripts/scrape-rulebooks.py +++ b/scripts/scrape-rulebooks.py @@ -4,7 +4,7 @@ Comprehensive Deathwatch rulebook scraper. Extracts weapons, armour, gear, talents, traits, psychic powers, and bestiary from PDFs and imports them into MariaDB. """ -import re, json, sys +import os, re, json, sys import pdfplumber import fitz import mysql.connector @@ -12,9 +12,29 @@ from pathlib import Path REPO = Path(__file__).resolve().parent.parent RULES = REPO / 'database' / 'rules' -DB = dict(host='192.168.1.113', port=3307, user='deathwatch', - password=open(REPO/'.env.db').read().strip() if (REPO/'.env.db').exists() else 'DwRoller@2025!', - database='deathwatch') + +def load_env_file(path): + if not path.exists(): + return + for line in path.read_text().splitlines(): + line = line.strip() + if not line or line.startswith('#') or '=' not in line: + continue + key, value = line.split('=', 1) + os.environ.setdefault(key.strip(), value.strip().strip('"').strip("'")) + +load_env_file(REPO / 'database' / '.env') +load_env_file(REPO / '.env') +if not os.environ.get('DB_PASSWORD'): + raise RuntimeError('DB_PASSWORD must be set in database/.env or .env') + +DB = dict( + host=os.environ.get('DB_HOST', '192.168.1.113'), + port=int(os.environ.get('DB_PORT', '3307')), + user=os.environ.get('DB_USER', 'deathwatch'), + password=os.environ['DB_PASSWORD'], + database=os.environ.get('DB_NAME', 'deathwatch'), +) def clean(s): if not s: return '' diff --git a/scripts/scrape-rules-from-pdfs.py b/scripts/scrape-rules-from-pdfs.py index 4effddd..b4c36be 100644 --- a/scripts/scrape-rules-from-pdfs.py +++ b/scripts/scrape-rules-from-pdfs.py @@ -15,7 +15,7 @@ Usage: python3 scripts/scrape-rules-from-pdfs.py --dry-run # print, don't save """ -import re, sys +import os, re, sys from pathlib import Path import fitz # PyMuPDF import mysql.connector @@ -24,9 +24,27 @@ import mysql.connector REPO = Path(__file__).resolve().parent.parent PDF_DIR = REPO / 'database' / 'rules' +def load_env_file(path): + if not path.exists(): + return + for line in path.read_text().splitlines(): + line = line.strip() + if not line or line.startswith('#') or '=' not in line: + continue + key, value = line.split('=', 1) + os.environ.setdefault(key.strip(), value.strip().strip('"').strip("'")) + +load_env_file(REPO / 'database' / '.env') +load_env_file(REPO / '.env') +if not os.environ.get('DB_PASSWORD'): + raise RuntimeError('DB_PASSWORD must be set in database/.env or .env') + DB = dict( - host='192.168.1.113', port=3307, user='deathwatch', - password='DwRoller@2025!', database='deathwatch' + host=os.environ.get('DB_HOST', '192.168.1.113'), + port=int(os.environ.get('DB_PORT', '3307')), + user=os.environ.get('DB_USER', 'deathwatch'), + password=os.environ['DB_PASSWORD'], + database=os.environ.get('DB_NAME', 'deathwatch'), ) # Book definitions: key → (filename, full_name, abbreviation, page_ranges) diff --git a/scripts/tag-and-dedup-rules.js b/scripts/tag-and-dedup-rules.js index 6b5f95e..18a6bc9 100644 --- a/scripts/tag-and-dedup-rules.js +++ b/scripts/tag-and-dedup-rules.js @@ -45,12 +45,15 @@ function normalizeTitle(t) { } async function getPool() { + if (!process.env.DB_PASSWORD) { + throw new Error('DB_PASSWORD must be set in database/.env or .env'); + } return mysql.createPool({ - host: '192.168.1.113', - port: 3307, - user: 'deathwatch', - password: process.env.DB_PASSWORD || 'DwRoller@2025!', - database: 'deathwatch', + host: process.env.DB_HOST || '192.168.1.113', + port: Number(process.env.DB_PORT || 3307), + user: process.env.DB_USER || 'deathwatch', + password: process.env.DB_PASSWORD, + database: process.env.DB_NAME || 'deathwatch', waitForConnections: true, connectionLimit: 5, }); diff --git a/scripts/update-rules-from-sources.py b/scripts/update-rules-from-sources.py index d1b85ff..16f0a46 100644 --- a/scripts/update-rules-from-sources.py +++ b/scripts/update-rules-from-sources.py @@ -217,11 +217,26 @@ def parse_talents_from_cr(cr_path): def get_db(): import mysql.connector + import os + def load_env_file(path): + if not path.exists(): + return + for line in path.read_text().splitlines(): + line = line.strip() + if not line or line.startswith('#') or '=' not in line: + continue + key, value = line.split('=', 1) + os.environ.setdefault(key.strip(), value.strip().strip('"').strip("'")) + load_env_file(REPO / 'database' / '.env') + load_env_file(REPO / '.env') + if not os.environ.get('DB_PASSWORD'): + raise RuntimeError('DB_PASSWORD must be set in database/.env or .env') return mysql.connector.connect( - host="192.168.1.113", port=3307, - user="deathwatch", - password=open(REPO / ".env.db").read().strip() if (REPO / ".env.db").exists() else "DwRoller@2025!", - database="deathwatch" + host=os.environ.get('DB_HOST', '192.168.1.113'), + port=int(os.environ.get('DB_PORT', '3307')), + user=os.environ.get('DB_USER', 'deathwatch'), + password=os.environ['DB_PASSWORD'], + database=os.environ.get('DB_NAME', 'deathwatch'), ) def run(): diff --git a/src/components/BestiaryTab.jsx b/src/components/BestiaryTab.jsx index 4691b3b..30bf50e 100644 --- a/src/components/BestiaryTab.jsx +++ b/src/components/BestiaryTab.jsx @@ -2,8 +2,248 @@ import React, { useState, useEffect, useMemo } from 'react' const STORAGE_ENEMIES = 'dw:enemies:v1' -function prettyProfile(p){ if(!p) return ''; - return `WS ${p.ws} / BS ${p.bs} / S ${p.s} / T ${p.t} / Ag ${p.ag} / Int ${p.int} / Per ${p.per} / WP ${p.wp} / Fel ${p.fel}` +// Nine characteristics, each with a colour family for the stat chips. +const STAT_DEFS = [ + { key: 'ws', label: 'WS', ring: 'border-rose-500/40', text: 'text-rose-300' }, + { key: 'bs', label: 'BS', ring: 'border-amber-500/40', text: 'text-amber-300' }, + { key: 's', label: 'S', ring: 'border-orange-500/40', text: 'text-orange-300' }, + { key: 't', label: 'T', ring: 'border-lime-500/40', text: 'text-lime-300' }, + { key: 'ag', label: 'Ag', ring: 'border-emerald-500/40', text: 'text-emerald-300' }, + { key: 'int', label: 'Int', ring: 'border-cyan-500/40', text: 'text-cyan-300' }, + { key: 'per', label: 'Per', ring: 'border-sky-500/40', text: 'text-sky-300' }, + { key: 'wp', label: 'WP', ring: 'border-violet-500/40', text: 'text-violet-300' }, + { key: 'fel', label: 'Fel', ring: 'border-fuchsia-500/40', text: 'text-fuchsia-300' }, +] + +const ARMOUR_LABELS = { all: 'All', head: 'Head', body: 'Body', arm: 'Arms', arms: 'Arms', leg: 'Legs', legs: 'Legs', ra: 'R.Arm', la: 'L.Arm', rl: 'R.Leg', ll: 'L.Leg' } +const BOOK_ABBR = { + 'Mark of the Xenos': 'MoX', + 'First Founding': 'FF', + 'Deathwatch Core Rulebook': 'CR', + 'The Emperor Protects': 'TEP', + 'Rites of Battle': 'RoB', +} +const BOX_TONES = { + wound: 'bg-rose-950/70 border-rose-700/70 text-rose-100', + tough: 'bg-lime-950/60 border-lime-700/60 text-lime-100', + armour: 'bg-yellow-950/60 border-yellow-700/60 text-yellow-100', + move: 'bg-cyan-950/60 border-cyan-700/60 text-cyan-100', + weapon: 'bg-red-950/60 border-red-700/60 text-red-100', + skill: 'bg-sky-950/60 border-sky-700/60 text-sky-100', + talent: 'bg-purple-950/60 border-purple-700/60 text-purple-100', + trait: 'bg-fuchsia-950/60 border-fuchsia-700/60 text-fuchsia-100', + gear: 'bg-emerald-950/60 border-emerald-700/60 text-emerald-100', + source: 'bg-slate-950/60 border-slate-600 text-slate-100', +} + +function trimText(value, max = 120) { + const text = String(value || '').replace(/\s+/g, ' ').trim() + if (!text) return null + return text.length > max ? text.slice(0, max).trimEnd() : text +} + +function firstValue(value, max = 56) { + const text = trimText(value, max * 2) + if (!text) return null + const parts = text.split(/\s*[;,]\s*/).filter(Boolean) + return trimText(parts[0] || text, max) +} + +function bookAbbr(book) { + return BOOK_ABBR[book] || trimText(book, 14) || '' +} + +function splitTopLevel(value) { + const items = [] + let current = '' + let depth = 0 + for (const ch of String(value || '')) { + if (ch === '(') depth += 1 + if (ch === ')' && depth > 0) depth -= 1 + if (ch === ',' && depth === 0) { + if (current.trim()) items.push(current.trim()) + current = '' + } else { + current += ch + } + } + if (current.trim()) items.push(current.trim()) + return items +} + +function shortWeaponName(value) { + return String(value || '') + .replace(/^Astartes\s+/i, '') + .replace(/\s*\(.*/, '') + .replace(/\bor\b.*/i, '') + .trim() +} + +function qualityAbbr(value) { + const text = String(value || '') + const qualities = [ + ['Tearing', 'Tear'], + ['Balanced', 'Bal'], + ['Toxic', 'Tox'], + ['Razor Sharp', 'Razor'], + ['Unbalanced', 'Unbal'], + ['Snare', 'Snare'], + ['Blast', 'Blast'], + ['Flame', 'Flame'], + ['Felling', 'Fell'], + ['Devastating', 'Dev'], + ['Accurate', 'Acc'], + ['Inaccurate', 'Inacc'], + ['Unreliable', 'Unrel'], + ] + return qualities + .filter(([needle]) => text.toLowerCase().includes(needle.toLowerCase())) + .map(([, abbr]) => abbr) + .slice(0, 3) + .join('/') +} + +function shortDamage(value) { + const damage = String(value || '').replace(/\s+/g, '') + return damage.replace(/^1d/i, 'd') +} + +function parseWeaponAttack(item, profile) { + const damage = item.match(/\b\d+d\d+(?:\s*[+-]\s*\d+)?\s*[EIRX]?\b/i)?.[0]?.replace(/\s+/g, '') + if (!damage) return null + const pen = item.match(/\bPen(?:etration)?\s*(\d+)/i)?.[1] + const ranged = /\b\d+\s*m\b/i.test(item) || /\bS\s*\/\s*[-\d]/i.test(item) + const stat = ranged ? `BS ${profile?.bs ?? '-'}` : `WS ${profile?.ws ?? '-'}` + const mode = ranged ? 'R' : 'M' + const name = trimText(shortWeaponName(item), 15) || 'Atk' + const qualities = qualityAbbr(item) + return { + mode, + stat, + name, + damage: shortDamage(damage), + pen, + qualities, + } +} + +function parsedWeaponAttacks(weapons, profile) { + return splitTopLevel(weapons) + .map(item => parseWeaponAttack(item, profile)) + .filter(Boolean) +} + +function damageStatLines(weapons, profile, maxLines = 4) { + const attacks = parsedWeaponAttacks(weapons, profile) + if (!attacks.length) { + const summary = String(weapons || '').match(/\b\d+d\d+(?:\s*[+-]\s*\d+)?\s*[EIRX]?\b/i)?.[0] + return summary ? [`M/R ${shortDamage(summary)}`] : [] + } + + const melee = attacks.filter(a => a.mode === 'M') + const ranged = attacks.filter(a => a.mode === 'R') + const ordered = [ + ...melee.slice(0, 2), + ...ranged.slice(0, 2), + ...attacks.filter(a => !melee.includes(a) && !ranged.includes(a)), + ].slice(0, maxLines) + + const hidden = attacks.length - ordered.length + return ordered.map((attack, idx) => { + const tail = [ + attack.pen ? `P${attack.pen}` : '', + attack.name, + attack.qualities, + ].filter(Boolean).join(' ') + const more = hidden > 0 && idx === ordered.length - 1 ? ` +${hidden}` : '' + return `${attack.mode} ${attack.damage}${tail ? ` ${tail}` : ''}${more} (${attack.stat})` + }) +} + +function attackLines(weapons, profile, maxLines = 4) { + const lines = damageStatLines(weapons, profile, maxLines) + if (lines.length) return lines + return [] +} + +// Render armour that may be a number, a string, or an object of locations. +function formatArmour(a){ + if (a == null || a === '') return null + if (typeof a === 'number') return `All ${a}` + if (typeof a === 'string') return a + if (typeof a === 'object') { + const parts = Object.entries(a) + .filter(([, v]) => v != null && v !== '' && !Number.isNaN(+v)) + .map(([k, v]) => `${ARMOUR_LABELS[k] || k} ${v}`) + return parts.length ? parts.join(' · ') : null + } + return String(a) +} + +// Colour a card by threat tier, inferred from Wounds when no explicit tier. +function tierOf(wounds){ + const w = Number(wounds) || 0 + if (w >= 80) return { label: 'Master', bar: 'bg-rose-600', ring: 'border-rose-700/60' } + if (w >= 25) return { label: 'Elite', bar: 'bg-amber-500', ring: 'border-amber-700/60' } + return { label: 'Troops', bar: 'bg-emerald-600', ring: 'border-emerald-700/50' } +} + +function tierLabel(d){ + return d.horde ? 'Horde' : (d.threatTier || tierOf(d.wounds).label) +} + +function sourceLabel(d){ + if (d.statSource === 'pdf') return 'verified' + if (d.statSource === 'ocr') return 'ocr' + if (d.statSource === 'canon') return 'review' + return d.needsReview ? 'review' : 'ready' +} + +function FieldBlock({ label, value, className = '' }){ + const short = trimText(value, 170) + if (!short) return null + return ( +
+
{label}
+
{short}
+
+ ) +} + +function DamageBlock({ weapons, profile }) { + const lines = attackLines(weapons, profile) + if (!lines.length) return null + return ( +
+
Dmg
+
+ {lines.map(line =>
{line}
)} +
+
+ ) +} + +function QuickBox({ label, value, tone, title, wrap = false, className = '' }) { + return ( +
+
{label}
+
{value ?? '—'}
+
+ ) +} + +function StatStrip({ profile }){ + if (!profile) return null + return ( +
+ {STAT_DEFS.map(s => ( +
+
{s.label}
+
{profile[s.key] ?? '—'}
+
+ ))} +
+ ) } function normalizeEntry(en){ @@ -11,25 +251,45 @@ function normalizeEntry(en){ const stats = en.stats || {} const profile = en.profile || stats.profile || null const wounds = en.wounds ?? (stats.wounds !== undefined ? stats.wounds : null) + const horde = !!(en.horde || stats.horde || /horde/i.test(String(en.name || en.bestiaryName || stats.name || stats.bestiaryName || ''))) + const magnitude = en.magnitude ?? stats.magnitude ?? (horde ? wounds : null) // Helper to format arrays and objects into readable strings - const formatField = (field) => { + const formatField = (field, depth = 0) => { if (!field) return null - if (Array.isArray(field)) return field.join(', ') - if (typeof field === 'object') return JSON.stringify(field) + if (Array.isArray(field)) { + return field.map(item => formatField(item, depth + 1)).filter(Boolean).join(', ') + } + if (typeof field === 'object') { + const entries = Object.entries(field) + .map(([k, v]) => { + const rendered = formatField(v, depth + 1) + return rendered ? `${k}: ${rendered}` : null + }) + .filter(Boolean) + return entries.length ? entries.join(', ') : JSON.stringify(field) + } return String(field) } return { name: en.name || en.bestiaryName || stats.bestiaryName || stats.name || en.pdf || '', + type: en.type || stats.type || '', + affiliation: en.affiliation || stats.affiliation || '', book: en.book || en.source || en.pdf || '', pdf: en.pdf || '', page: en.page ?? stats.page ?? null, profile, + horde, + magnitude, wounds, + toughnessBonus: stats.toughnessBonus ?? (profile && profile.t != null ? Math.floor(Number(profile.t) / 10) : null), + threatTier: stats.threatTier || null, + statSource: stats.statSource || null, + needsReview: !!stats.needsReview, movement: formatField(en.movement || stats.movement), toughness: formatField(en.toughness || stats.toughness), - armour: formatField(en.armour || stats.armour), + armour: formatArmour(en.armour || stats.armour), skills: formatField(en.skills || stats.skills), talents: formatField(en.talents || stats.talents), traits: formatField(en.traits || stats.traits), @@ -42,6 +302,9 @@ function normalizeEntry(en){ export default function BestiaryTab(){ const [q, setQ] = useState('') + const [tierFilter, setTierFilter] = useState('all') + const [sourceFilter, setSourceFilter] = useState('all') + const [expanded, setExpanded] = useState({}) const [enemies, setEnemies] = useState(() => { try{ const raw = localStorage.getItem(STORAGE_ENEMIES) @@ -145,45 +408,77 @@ export default function BestiaryTab(){ },[]) const filtered = useMemo(()=>{ - if(!q) return enemies + const tierMatches = (e) => tierFilter === 'all' || tierLabel(e).toLowerCase() === tierFilter + const sourceMatches = (e) => sourceFilter === 'all' || sourceLabel(e) === sourceFilter + const scoped = enemies.filter(e => tierMatches(e) && sourceMatches(e)) + if(!q) return scoped const n = q.toLowerCase() - return enemies.filter(e => { + return scoped.filter(e => { const searchFields = [ - e.name, e.book, e.pdf, e.skills, e.talents, e.traits, + e.name, e.type, e.affiliation, e.book, e.pdf, e.skills, e.talents, e.traits, e.weapons, e.gear, e.movement, e.armour, e.snippet ] return searchFields.some(field => field && String(field).toLowerCase().includes(n) ) }) - },[q,enemies]) + },[q,enemies,tierFilter,sourceFilter]) + + const counts = useMemo(() => ({ + total: enemies.length, + shown: filtered.length, + verified: enemies.filter(e => sourceLabel(e) === 'verified').length, + review: enemies.filter(e => sourceLabel(e) === 'review').length, + }), [enemies, filtered]) return (
-
-
-

Bestiary

-
+
+
+
+
+

Bestiary

+
+ {counts.shown}/{counts.total} · V {counts.verified} · Rev {counts.review} +
+
+
+ + +
+
+
setQ(e.target.value)} /> - - + +
@@ -200,98 +495,58 @@ export default function BestiaryTab(){
) : null} -
+
{filtered.map((en, idx) => { const d = normalizeEntry(en) + const key = d.name + idx + const isOpen = !!expanded[key] + const tier = tierOf(d.wounds) + const label = sourceLabel(d) return ( -
-
-
-
-

{d.name}

-
- Wounds: {d.wounds ?? '—'} +
+
+ + {isOpen && ( +
+
+ + + + +
-
+ )}
) })} diff --git a/src/components/DeathwatchRoller.jsx b/src/components/DeathwatchRoller.jsx index 7dbbb2e..4a60688 100755 --- a/src/components/DeathwatchRoller.jsx +++ b/src/components/DeathwatchRoller.jsx @@ -347,15 +347,18 @@ function missionEnemyToRoller(enemy, sceneCombat) { const name = typeof enemy === 'string' ? enemy : enemy.name || enemy.type if (!name) return null const source = typeof enemy === 'object' ? enemy : {} + const isHorde = !!(source.horde || /horde/i.test(String(name))) const ag = typeof source.ag === 'number' ? source.ag : (typeof source.agBonus === 'number' ? source.agBonus * 10 : undefined) return { name, + horde: isHorde, + magnitude: isHorde ? (source.magnitude ?? source.wounds ?? 20) : undefined, attack: source.attack || source.weapon || sceneCombat?.weapon, tb: source.tb ?? sceneCombat?.targetTB ?? 4, armour: source.armour ?? source.ap ?? sceneCombat?.targetArmour ?? 0, - wounds: source.wounds ?? 20, + wounds: isHorde ? (source.magnitude ?? source.wounds ?? 20) : (source.wounds ?? 20), ws: source.ws ?? sceneCombat?.ws, bs: source.bs ?? sceneCombat?.bs, ag, @@ -384,6 +387,43 @@ function normalizeWeapon(w) { function computeWeaponDefaults(w) { return { damage: w.damage, tearing: !!w.tearing, proven: w.proven || 0, pen: w.pen || 0, reliable: !!w.reliable, rof: w.rof || 1, mode: (w.modes && w.modes[0]) || 'single' } } +// Read a characteristic across casings — sheets store lowercase (ws/bs/ag/t); +// some enemy sources use upper-case. Accepts numeric or numeric-string values. +function readChar(chars, key) { + if (!chars || typeof chars !== 'object') return undefined + for (const k of [key, key.toLowerCase(), key.toUpperCase()]) { + const v = chars[k] + if (typeof v === 'number' && Number.isFinite(v)) return v + if (typeof v === 'string' && v.trim() !== '' && Number.isFinite(+v)) return +v + } + return undefined +} + +// Player sheet armour is keyed head/body/ra/la/rl/ll; map to roller locations. +const PLAYER_ARMOUR_MAP = { head: 'Head', body: 'Body', ra: 'Right Arm', la: 'Left Arm', rl: 'Right Leg', ll: 'Left Leg' } + +function playerArmourToMap(armour) { + const out = { 'Head': 0, 'Body': 0, 'Left Arm': 0, 'Right Arm': 0, 'Left Leg': 0, 'Right Leg': 0 } + if (armour && typeof armour === 'object') { + for (const [k, part] of Object.entries(PLAYER_ARMOUR_MAP)) { + const v = armour[k] + if (v != null && String(v).trim() !== '' && Number.isFinite(+v)) out[part] = Math.max(0, +v) + } + } + return out +} + +// Player wounds may be a number or an object { total, current }. +function playerWoundsTotals(w) { + if (typeof w === 'number') return { max: Math.max(0, w), cur: Math.max(0, w) } + if (w && typeof w === 'object') { + const max = Number.isFinite(+w.total) ? Math.max(0, +w.total) : 0 + const cur = Number.isFinite(+w.current) ? Math.max(0, +w.current) : max + return { max, cur: cur > 0 ? cur : max } + } + return { max: 0, cur: 0 } +} + function DeathwatchRoller({ authedPlayer }) { const [bs,setBS] = useState(45) const [ws,setWS] = useState(45) @@ -423,9 +463,39 @@ function DeathwatchRoller({ authedPlayer }) { const [enemyName,setEnemyName] = useState('Custom/None') const [playerSkills, setPlayerSkills] = useState({}) const [playerCharacteristics, setPlayerCharacteristics] = useState({}) + const [players, setPlayers] = useState([]) // GM roster for "roll as" actor selection + const [actingAs, setActingAs] = useState('') // "player:Name" | "enemy:Name" | '' (self/manual) const [rollerTab, setRollerTab] = useState('combat') const [lastCombatResult, setLastCombatResult] = useState(null) - const { fate, spendFate } = useFate(authedPlayer) + const isGM = authedPlayer === 'gm' + // Fate belongs to whichever player is acting: the logged-in player normally, or + // the player a GM is "rolling as" (GM/enemy actors have no fate pool). + const fateSubject = isGM + ? (actingAs.startsWith('player:') ? actingAs.slice('player:'.length) : null) + : authedPlayer + const { fate, spendFate } = useFate(fateSubject) + + // Load the player roster (GM only) so the GM can roll as any player. Full + // tabInfo is only returned when authenticated, so send the GM/session headers. + useEffect(() => { + if (!isGM) return + ;(async () => { + try { + const headers = { 'x-gm-secret': process.env.REACT_APP_GM_SECRET || 'defaultsecret' } + try { + const sid = window.localStorage.getItem('dw:shop:sessionId') + if (sid) headers['x-session-id'] = JSON.parse(sid) + } catch { /* ignore */ } + const res = await fetch('/api/players', { cache: 'no-store', headers }) + if (!res.ok) return + const data = await res.json() + const list = Array.isArray(data) ? data : (data.players || []) + setPlayers(list.filter(p => p && p.name)) + } catch (e) { + console.info('[DW] roster load failed', e && e.message) + } + })() + }, [isGM]) // Load enemies from database API async function loadEnemiesFromAPI() { @@ -567,6 +637,15 @@ function DeathwatchRoller({ authedPlayer }) { const diffMod = useMemo(()=>{ if (difficulty==='easy') return 20; if (difficulty==='hard') return -20; if (difficulty==='deadly') return -30; return 0 },[difficulty]) const baseSkill = useMemo(()=> usingSkill === 'BS' ? bs : ws, [usingSkill, bs, ws]) + // Fire-mode to-hit modifier (ranged only, Deathwatch core): Semi-Auto Burst + // grants +10 BS and Full-Auto Burst grants +20 BS. Melee attacks are unaffected. + const modeMod = useMemo(() => { + if (usingSkill !== 'BS') return 0 + if (mode === 'semi') return 10 + if (mode === 'full') return 20 + return 0 + }, [usingSkill, mode]) + // Active conditions for this player, read from combat-state localStorage/event const myConditions = useMemo(() => { if (!authedPlayer || authedPlayer === 'gm') return [] @@ -586,7 +665,7 @@ function DeathwatchRoller({ authedPlayer }) { // Grappled blocks ranged weapons const isGrappled = myConditions.includes('Grappled') - const target = useMemo(()=> Math.max(0, Math.min(100, baseSkill + modifier + aim + diffMod + conditionMod)), [baseSkill, modifier, aim, diffMod, conditionMod]) + const target = useMemo(()=> Math.max(0, Math.min(100, baseSkill + modifier + aim + diffMod + conditionMod + modeMod)), [baseSkill, modifier, aim, diffMod, conditionMod, modeMod]) useEffect(()=>{ safeSet(STORAGE_HISTORY, history) },[history]) useEffect(()=>{ safeSet(STORAGE_PRESETS, presets) },[presets]) @@ -626,19 +705,18 @@ function DeathwatchRoller({ authedPlayer }) { setPlayerCharacteristics(chars) setPlayerSkills(sheetSkills) - if (typeof chars.BS === 'number') setBS(chars.BS) - if (typeof chars.WS === 'number') setWS(chars.WS) - if (typeof chars.Ag === 'number') { - // Set defender agility as own Ag for dodge calculations - setDefenderAg(chars.Ag) - } + // Sheets store characteristics lower-case (bs/ws/ag); read robustly. + const bsv = readChar(chars, 'bs'); if (bsv != null) setBS(bsv) + const wsv = readChar(chars, 'ws'); if (wsv != null) setWS(wsv) + const agv = readChar(chars, 'ag'); if (agv != null) setDefenderAg(agv) - const sheetWounds = tab.wounds - if (typeof sheetWounds === 'number' && sheetWounds > 0) { - setMaxWounds(sheetWounds) + // Wounds may be a number or { total, current }. + const { max: sheetMaxWounds, cur: sheetCurWounds } = playerWoundsTotals(tab.wounds) + if (sheetMaxWounds > 0) { + setMaxWounds(sheetMaxWounds) // Only reset curWounds if tracker wasn't already customised this session const stored = safeGet(STORAGE_TRACKER) - if (!stored || stored.maxWounds !== sheetWounds) setCurWounds(sheetWounds) + if (!stored || stored.maxWounds !== sheetMaxWounds) setCurWounds(sheetCurWounds) } const playerWeapons = Array.isArray(tab.weapons) ? tab.weapons.map(mapPlayerWeapon).filter(w => w.name) : [] @@ -727,8 +805,11 @@ function DeathwatchRoller({ authedPlayer }) { setTargetTB(e.tb); setTargetArmour(e.armour ?? 0) if (e.armourByLoc) setArmourMap({ ...uniformArmourMap(0), ...e.armourByLoc }) else setArmourMap(uniformArmourMap(e.armour ?? 0)) - // Apply wounds/parts if present - if (typeof e.wounds === 'number' && e.wounds >= 0) { setMaxWounds(e.wounds); setCurWounds(e.wounds); setPartDamage({ 'Head':0, 'Body':0, 'Left Arm':0, 'Right Arm':0, 'Left Leg':0, 'Right Leg':0 }) } + // Apply wounds — coerce robustly (bestiary wounds can arrive as strings). Fall + // back to a usable default so a missing/zero value doesn't leave a dead tracker. + const woundsNum = Number(e.wounds) + const woundsVal = Number.isFinite(woundsNum) && woundsNum > 0 ? Math.round(woundsNum) : 15 + setMaxWounds(woundsVal); setCurWounds(woundsVal); setPartDamage({ 'Head':0, 'Body':0, 'Left Arm':0, 'Right Arm':0, 'Left Leg':0, 'Right Leg':0 }) // Robustly extract AG/WS/BS from common enemy shapes: top-level, .characteristics, .tabInfo.characteristics function findNumeric(o, keys) { if (!o || typeof o !== 'object') return undefined @@ -757,6 +838,76 @@ function DeathwatchRoller({ authedPlayer }) { else setDefenderModifier(0) } + // ── GM "roll as" (attacker) ──────────────────────────────────────────────── + function applyPlayerAttacker(player) { + const tab = player.tabInfo || {} + const chars = tab.characteristics || {} + setPlayerCharacteristics(chars) + setPlayerSkills(tab.skills || {}) + const bsv = readChar(chars, 'bs'); if (bsv != null) setBS(bsv) + const wsv = readChar(chars, 'ws'); if (wsv != null) setWS(wsv) + const pw = Array.isArray(tab.weapons) ? tab.weapons.map(mapPlayerWeapon).filter(w => w.name) : [] + if (pw.length) { + setWeapons(pw) + const first = pw[0] + setWeaponName(first.name) + const d = computeWeaponDefaults(first) + setDamage(d.damage); setTearing(d.tearing); setProven(d.proven); setPen(d.pen); setReliable(d.reliable); setRof(d.rof); setMode(d.mode) + } + } + + function applyEnemyAttacker(enemy) { + const chars = enemy.characteristics || (enemy.tabInfo && enemy.tabInfo.characteristics) || {} + const bsv = (typeof enemy.bs === 'number' ? enemy.bs : readChar(chars, 'bs')) + const wsv = (typeof enemy.ws === 'number' ? enemy.ws : readChar(chars, 'ws')) + // A single attack path uses BS unless a melee weapon is picked; seed both so + // whichever the GM fires with has a sensible number. + if (bsv != null || wsv != null) { setBS(bsv ?? wsv); setWS(wsv ?? bsv) } + const dmg = extractDiceDamage(enemy.damage) || (typeof enemy.damage === 'string' ? enemy.damage : '') + if (dmg) setDamage(dmg) + if (enemy.pen != null && Number.isFinite(+enemy.pen)) setPen(+enemy.pen) + setWeaponName('') // enemy uses its statline attack, not a weapon-list entry + setPlayerSkills({}) // no skill sheet → Skill Roller falls back to manual Target + setPlayerCharacteristics(chars) + } + + function onSelectActor(value) { + setActingAs(value) + if (!value) { setInfo('Rolling as yourself (manual stats)'); return } + const idx = value.indexOf(':') + const kind = value.slice(0, idx) + const name = value.slice(idx + 1) + if (kind === 'player') { const p = players.find(pl => pl.name === name); if (p) applyPlayerAttacker(p) } + else if (kind === 'enemy') { const e = enemies.find(en => en.name === name); if (e) applyEnemyAttacker(e) } + setInfo(`Rolling as ${name}`) + } + + // ── Target = player (defender) ───────────────────────────────────────────── + function applyPlayerTarget(player) { + const tab = player.tabInfo || {} + const chars = tab.characteristics || {} + const ag = readChar(chars, 'ag'); if (ag != null) setDefenderAg(ag) + const ws = readChar(chars, 'ws'); if (ws != null) setDefenderWS(ws) + const bs = readChar(chars, 'bs'); if (bs != null) setDefenderBS(bs) + const t = readChar(chars, 't'); if (t != null) setTargetTB(Math.floor(t / 10)) + const amap = playerArmourToMap(tab.armour) + setArmourMap(amap) + setTargetArmour(amap['Body'] || 0) + const { max, cur } = playerWoundsTotals(tab.wounds) + if (max > 0) { + setMaxWounds(max) + setCurWounds(cur) + setPartDamage({ 'Head': 0, 'Body': 0, 'Left Arm': 0, 'Right Arm': 0, 'Left Leg': 0, 'Right Leg': 0 }) + } + setDefenderModifier(0) + } + + function onSelectTarget(value) { + const p = players.find(pl => pl.name === value) + if (p) { setEnemyName(value); applyPlayerTarget(p); return } + onSelectEnemy(value) + } + function importFromJSONText(txt) { try { const arr = JSON.parse(txt) @@ -871,7 +1022,14 @@ function DeathwatchRoller({ authedPlayer }) { } const isRanged = usingSkill==='BS' - const jamThreshold = isRanged ? (reliable ? 100 : 96) : 101 + // Ranged weapons jam on high rolls: single shots on 96–00, Semi-/Full-Auto + // fire on 94–00. Reliable weapons only jam on an unmodified 00 (100). + let jamThreshold = 101 // melee never jams + if (isRanged) { + if (reliable) jamThreshold = 100 + else if (mode === 'semi' || mode === 'full') jamThreshold = 94 + else jamThreshold = 96 + } const jammed = attackRoll >= jamThreshold const dg = degrees(target, attackRoll) const where = hitLocationFromRoll(attackRoll) @@ -986,15 +1144,23 @@ function DeathwatchRoller({ authedPlayer }) { } const dg = degrees(defenseTarget, defenseRoll) - if (dg.success) { - setInfo(`${defenseTypeName} successful! Attack avoided with DoS (Degrees of Success) ${dg.dos}`) - const res = { + // Deathwatch: a successful reaction negates one hit per Degree of Success. + // A single Dodge/Parry does NOT wipe out an entire Semi-/Full-Auto burst — + // only DoS hits are evaded and any remaining hits still strike. + const negatedHits = dg.success ? Math.min(pendingHits.hits, dg.dos) : 0 + const hitsToApply = pendingHits.hits - negatedHits + + if (hitsToApply <= 0) { + setInfo(`${defenseTypeName} successful! ${negatedHits} hit${negatedHits === 1 ? '' : 's'} evaded (DoS ${dg.dos}).`) + const res = { id: uid(), ts: Date.now(), attackRoll: pendingHits.attackRoll, target, success: true, hits: pendingHits.hits, + hitsNegated: negatedHits, + hitsApplied: 0, where: pendingHits.where, jammed: pendingHits.jammed, perHit: [], @@ -1018,13 +1184,13 @@ function DeathwatchRoller({ authedPlayer }) { return } - // Defense failed, apply the pending hits + // Defense failed, or only part of a burst was evaded — apply the hits that got through. const where = pendingHits.where const perHit = [] let totalApplied = 0 let nextParts = { ...partDamage } - - for (let i=0; i 0 + ? `${defenseTypeName} evaded ${negatedHits} of ${pendingHits.hits} hit${pendingHits.hits === 1 ? '' : 's'} (DoS ${dg.dos}); ${hitsToApply} got through` + : `${defenseTypeName} failed with DoF (Degrees of Failure) ${dg.dof}` + addRollResult(res) if (totalApplied>0) { const applied = Math.max(0, Math.floor(totalApplied)) @@ -1101,13 +1273,13 @@ function DeathwatchRoller({ authedPlayer }) { return next }) setLastAppliedDamage(applied) - setInfo(`${defenseTypeName} failed with DoF (Degrees of Failure) ${dg.dof}. Applied ${applied} damage to ${where}`) + setInfo(`${defenseSummary}. Applied ${applied} damage to ${where}`) // Show damage then wounds setProgressStep('damage') setTimeout(()=> setProgressStep('wounds'), 250) setTimeout(()=> setProgressStep('idle'), 2200) } else { - setInfo(`${defenseTypeName} failed with DoF (Degrees of Failure) ${dg.dof}. No damage applied - attack completely negated by armour and toughness.`) + setInfo(`${defenseSummary}. No damage applied - attack completely negated by armour and toughness.`) setLastAppliedDamage(0) setProgressStep('wounds') setTimeout(()=> setProgressStep('idle'), 1200) @@ -1193,8 +1365,19 @@ function DeathwatchRoller({ authedPlayer }) { {combatRound?.active && ( Round {combatRound.round} )} + {combatRound?.active && combatRound?.currentTurn?.name && ( + + Now {combatRound.currentTurn.name} + + )} + {combatRound?.active && combatRound?.nextTurn?.name && ( + + Next {combatRound.nextTurn.name} + + )}
Target {target} • {usingSkill} + {modeMod !== 0 && ({modeMod > 0 ? '+' : ''}{modeMod} {mode})} {conditionMod !== 0 && ({conditionMod > 0 ? '+' : ''}{conditionMod} cond)}
{status} @@ -1229,6 +1412,23 @@ function DeathwatchRoller({ authedPlayer }) {
+ {isGM && ( +
+ + +
Loads the chosen actor's BS/WS, skills, and weapon. Pick the defender in the Target list below.
+
+ )}
@@ -1399,11 +1599,11 @@ function DeathwatchRoller({ authedPlayer }) {
- +
{enemiesLoading && Loading...} {enemiesError && Error: {enemiesError}} -
- onSelectTarget(e.target.value)}> + {isGM && players.length > 0 && ( + + {players.map(p => ())} + + )} + + {enemies.map(en => { + const isHorde = !!(en.horde || /horde/i.test(String(en.name || ''))) + const prefix = isHorde ? `Horde TB ${en.tb ?? '-'}` : `TB ${en.tb ?? '-'}` + const bodyLabel = isHorde + ? `Mag ${en.magnitude ?? en.wounds ?? '-'}` + : `W ${en.wounds ?? '-'}` + return ( + + ) + })} +
- TB / AR / W • {enemies.length} enemies loaded + TB / AR / W/Mag • {enemies.length} enemies loaded + {isGM && players.length > 0 && ` • ${players.length} players`}
diff --git a/src/components/MissionTab.jsx b/src/components/MissionTab.jsx index e48965b..498889f 100644 --- a/src/components/MissionTab.jsx +++ b/src/components/MissionTab.jsx @@ -146,6 +146,37 @@ function sceneEnemyObjects(scene) { .map(enemy => ({ ...enemy, name: enemy.name || enemy.type })); } +function initiativeKey(entry) { + if (!entry || typeof entry !== 'object') return ''; + const name = String(entry.player || entry.name || 'unknown').trim().toLowerCase(); + const type = String(entry.type || 'player').toLowerCase(); + if (type !== 'npc') return `player:${name}`; + const stamp = entry.ts ?? entry.createdAt ?? entry.created_at ?? entry.dieRoll ?? entry.total ?? ''; + return `npc:${name}:${stamp}`; +} + +function sortInitiatives(entries) { + return [...(Array.isArray(entries) ? entries : [])].sort((a, b) => { + const aTotal = Number(a?.total ?? 0); + const bTotal = Number(b?.total ?? 0); + if (bTotal !== aTotal) return bTotal - aTotal; + + const aDie = Number(a?.dieRoll ?? 0); + const bDie = Number(b?.dieRoll ?? 0); + if (bDie !== aDie) return bDie - aDie; + + const aTs = Number(a?.ts ?? a?.createdAt ?? a?.created_at ?? 0); + const bTs = Number(b?.ts ?? b?.createdAt ?? b?.created_at ?? 0); + if (aTs !== bTs) return aTs - bTs; + + return String(a?.player || '').localeCompare(String(b?.player || '')); + }); +} + +function turnLabel(entry) { + return String(entry?.player || entry?.name || 'Unknown').trim() || 'Unknown'; +} + const CHARACTERISTIC_KEYS = { WS: ['WS', 'Ws', 'ws'], BS: ['BS', 'Bs', 'bs'], @@ -529,9 +560,27 @@ export default function MissionTab({ authedPlayer }) { initiatives: Array.isArray(cs.initiatives) ? cs.initiatives : [], conditions: (cs.conditions && typeof cs.conditions === 'object') ? cs.conditions : {}, fearRating: cs.fearRating ?? 0, + turnKey: typeof cs.turnKey === 'string' ? cs.turnKey : '', + turnUpdatedAt: cs.turnUpdatedAt || '', }; }, [currentScene]); + const sortedCombatInitiatives = useMemo( + () => sortInitiatives(combatState.initiatives), + [combatState.initiatives] + ); + + const combatTurnIndex = useMemo(() => { + if (!sortedCombatInitiatives.length) return -1; + const found = sortedCombatInitiatives.findIndex(entry => initiativeKey(entry) === combatState.turnKey); + return found >= 0 ? found : 0; + }, [sortedCombatInitiatives, combatState.turnKey]); + + const combatCurrentTurn = combatTurnIndex >= 0 ? sortedCombatInitiatives[combatTurnIndex] || null : null; + const combatNextTurn = combatTurnIndex >= 0 && sortedCombatInitiatives.length > 1 + ? sortedCombatInitiatives[(combatTurnIndex + 1) % sortedCombatInitiatives.length] + : null; + const myInitiative = combatState.initiatives.find(e => e.player === authedPlayer); // #3 — entities include NPC initiative entries @@ -614,11 +663,39 @@ export default function MissionTab({ authedPlayer }) { fearRating: combatState.fearRating, active: combatActive, conditions: combatState.conditions, + turnKey: combatState.turnKey || null, + initiativeOrder: sortedCombatInitiatives.map(entry => ({ + name: turnLabel(entry), + total: entry.total, + type: entry.type || 'player', + key: initiativeKey(entry), + })), + currentTurn: combatCurrentTurn ? { + name: turnLabel(combatCurrentTurn), + total: combatCurrentTurn.total, + type: combatCurrentTurn.type || 'player', + key: initiativeKey(combatCurrentTurn), + } : null, + nextTurn: combatNextTurn ? { + name: turnLabel(combatNextTurn), + total: combatNextTurn.total, + type: combatNextTurn.type || 'player', + key: initiativeKey(combatNextTurn), + } : null, }; window.localStorage.setItem(COMBAT_STATE_KEY, JSON.stringify(state)); window.dispatchEvent(new CustomEvent('dw:combat-state', { detail: state })); } catch {} - }, [combatState.round, combatState.fearRating, combatActive, combatState.conditions]); + }, [ + combatState.round, + combatState.fearRating, + combatActive, + combatState.conditions, + combatState.turnKey, + sortedCombatInitiatives, + combatCurrentTurn, + combatNextTurn, + ]); // ─── Server mutations ──────────────────────────────────────────── @@ -777,6 +854,19 @@ export default function MissionTab({ authedPlayer }) { const index = activeMission.current_scene; const current = activeMission.scenes[index]?.combatState || { round: 1, initiatives: [], conditions: {}, fearRating: 0 }; const next = { ...current, ...updates }; + next.round = Math.max(1, Number(next.round ?? 1) || 1); + next.fearRating = Math.max(0, Number(next.fearRating ?? 0) || 0); + next.conditions = (next.conditions && typeof next.conditions === 'object') ? next.conditions : {}; + const nextInitiatives = sortInitiatives(next.initiatives); + next.initiatives = nextInitiatives; + if (nextInitiatives.length > 0) { + const candidate = typeof next.turnKey === 'string' ? next.turnKey : current.turnKey; + const hasCandidate = candidate && nextInitiatives.some(entry => initiativeKey(entry) === candidate); + next.turnKey = hasCandidate ? candidate : initiativeKey(nextInitiatives[0]); + } else { + next.turnKey = ''; + } + next.turnUpdatedAt = next.turnKey ? (next.turnUpdatedAt || current.turnUpdatedAt || new Date().toISOString()) : ''; await patchScene({ combatState: next }); } @@ -784,6 +874,19 @@ export default function MissionTab({ authedPlayer }) { if (!activeMission?.scenes?.length) return; const current = activeMission.scenes[sceneIndex]?.combatState || { round: 1, initiatives: [], conditions: {}, fearRating: 0 }; const next = { ...current, ...updates }; + next.round = Math.max(1, Number(next.round ?? 1) || 1); + next.fearRating = Math.max(0, Number(next.fearRating ?? 0) || 0); + next.conditions = (next.conditions && typeof next.conditions === 'object') ? next.conditions : {}; + const nextInitiatives = sortInitiatives(next.initiatives); + next.initiatives = nextInitiatives; + if (nextInitiatives.length > 0) { + const candidate = typeof next.turnKey === 'string' ? next.turnKey : current.turnKey; + const hasCandidate = candidate && nextInitiatives.some(entry => initiativeKey(entry) === candidate); + next.turnKey = hasCandidate ? candidate : initiativeKey(nextInitiatives[0]); + } else { + next.turnKey = ''; + } + next.turnUpdatedAt = next.turnKey ? (next.turnUpdatedAt || current.turnUpdatedAt || new Date().toISOString()) : ''; await patchSceneAt(sceneIndex, { combatState: next }); } @@ -896,6 +999,30 @@ export default function MissionTab({ authedPlayer }) { setNpcRoll(''); } + async function advanceCombatTurn(delta = 1) { + const order = sortedCombatInitiatives; + if (!order.length) return; + const currentKey = combatState.turnKey && order.some(entry => initiativeKey(entry) === combatState.turnKey) + ? combatState.turnKey + : initiativeKey(order[0]); + let index = order.findIndex(entry => initiativeKey(entry) === currentKey); + if (index < 0) index = 0; + let nextIndex = index + delta; + let nextRound = Math.max(1, Number(combatState.round || 1) || 1); + if (nextIndex >= order.length) { + nextIndex = 0; + nextRound += 1; + } else if (nextIndex < 0) { + nextIndex = order.length - 1; + nextRound = Math.max(1, nextRound - 1); + } + await updateCombatState({ + round: nextRound, + turnKey: initiativeKey(order[nextIndex]), + turnUpdatedAt: new Date().toISOString(), + }); + } + async function toggleCondition(name, condition) { const current = activeMission.scenes[activeMission.current_scene]?.combatState || {}; const existing = (current.conditions || {})[name] || []; @@ -1178,6 +1305,31 @@ export default function MissionTab({ authedPlayer }) { await recordMissionRollForScene(feedSceneIndex, name, 'initiative', 'Initiative', { mini: true, agBonus: ab, dieRoll, total }); } + async function advanceMiniCombatTurn(sceneIndex, scene, delta = 1) { + if (!scene?.combatState) return; + const order = sortInitiatives(scene.combatState.initiatives); + if (!order.length) return; + const currentKey = scene.combatState.turnKey && order.some(entry => initiativeKey(entry) === scene.combatState.turnKey) + ? scene.combatState.turnKey + : initiativeKey(order[0]); + let index = order.findIndex(entry => initiativeKey(entry) === currentKey); + if (index < 0) index = 0; + let nextIndex = index + delta; + let nextRound = Math.max(1, Number(scene.combatState.round || 1) || 1); + if (nextIndex >= order.length) { + nextIndex = 0; + nextRound += 1; + } else if (nextIndex < 0) { + nextIndex = order.length - 1; + nextRound = Math.max(1, nextRound - 1); + } + await updateSceneCombatState(sceneIndex, { + round: nextRound, + turnKey: initiativeKey(order[nextIndex]), + turnUpdatedAt: new Date().toISOString(), + }); + } + // #7 — fear test (Finding #2: penalty auto-applied) const fearPenaltyValue = FEAR_RATINGS[combatState.fearRating]?.penaltyValue ?? 0; const effectiveWP = Math.max(1, (parseInt(wpTarget) || 60) + fearPenaltyValue); @@ -1263,6 +1415,14 @@ export default function MissionTab({ authedPlayer }) { const state = miniState(sceneIndex, scene); const combatStateForScene = scene.combatState || {}; const initiatives = Array.isArray(combatStateForScene.initiatives) ? combatStateForScene.initiatives : []; + const sortedInitiatives = sortInitiatives(initiatives); + const miniTurnIndex = sortedInitiatives.length > 0 + ? Math.max(0, sortedInitiatives.findIndex(entry => initiativeKey(entry) === combatStateForScene.turnKey)) + : -1; + const miniCurrentTurn = miniTurnIndex >= 0 ? sortedInitiatives[miniTurnIndex] || null : null; + const miniNextTurn = miniTurnIndex >= 0 && sortedInitiatives.length > 1 + ? sortedInitiatives[(miniTurnIndex + 1) % sortedInitiatives.length] + : null; const selectedCheck = skillChoices.find(check => check.name === state.checkName) || checks[0] || STANDARD_ACTIONS[0]; const selectedPlayer = state.player || (isGM ? playerList[0] : authedPlayer); const skillModifiersVisible = playerCanSeeSkillConditions(scene); @@ -1298,10 +1458,20 @@ export default function MissionTab({ authedPlayer }) {

Mini Roller

Scene skill, combat and initiative. You: {authedPlayer} · {loggedInWounds}

-
- +
+ {initiatives.length} initiative{initiatives.length === 1 ? '' : 's'} + {sortedInitiatives.length > 0 && ( + <> + + Now: {miniCurrentTurn ? turnLabel(miniCurrentTurn) : 'None'} + + + Next: {miniNextTurn ? turnLabel(miniNextTurn) : 'None'} + + + )} {isGM && ( )} + {isGM && sortedInitiatives.length > 0 && ( + <> + + + + )}
@@ -1566,9 +1752,15 @@ export default function MissionTab({ authedPlayer }) { {initiatives.length > 0 && (
- {[...initiatives].sort((a, b) => b.total - a.total).map((entry, i) => ( -
+ {sortedInitiatives.map((entry, i) => { + const key = initiativeKey(entry); + const isCurrentTurn = miniTurnIndex >= 0 ? key === initiativeKey(miniCurrentTurn) : i === 0; + const isNextTurn = miniNextTurn ? key === initiativeKey(miniNextTurn) : false; + return ( +
{i + 1} + {isCurrentTurn && Now} + {!isCurrentTurn && isNextTurn && Next} {entry.player} {entry.total} d10:{entry.dieRoll} + Ab:{entry.agBonus} @@ -1581,7 +1773,8 @@ export default function MissionTab({ authedPlayer }) { )}
- ))} + ); + })}
)}
@@ -2301,6 +2494,14 @@ export default function MissionTab({ authedPlayer }) { {combatState.round} {isGM && }
+
+ + Current: {combatCurrentTurn ? turnLabel(combatCurrentTurn) : 'None'} + + + Next: {combatNextTurn ? turnLabel(combatNextTurn) : 'None'} + +
{isGM ? (
Fear: @@ -2320,8 +2521,18 @@ export default function MissionTab({ authedPlayer }) { )}
) : null} + {isGM && sortedCombatInitiatives.length > 0 && ( +
+ + +
+ )} {isGM && ( - )} @@ -2444,10 +2655,14 @@ export default function MissionTab({ authedPlayer }) {

No initiatives submitted yet.

) : (
- {[...combatState.initiatives].sort((a, b) => b.total - a.total).map((entry, i) => ( + {sortedCombatInitiatives.map((entry, i) => { + const key = initiativeKey(entry); + const isCurrentTurn = combatTurnIndex >= 0 ? key === initiativeKey(combatCurrentTurn) : i === 0; + const isNextTurn = combatNextTurn ? key === initiativeKey(combatNextTurn) : false; + return (
{i + 1} + {isCurrentTurn && Now} + {!isCurrentTurn && isNextTurn && Next} {entry.type === 'npc' && NPC} {entry.player} {entry.total} @@ -2467,7 +2684,8 @@ export default function MissionTab({ authedPlayer }) { >× )}
- ))} + ); + })}
)}
diff --git a/src/components/SkillRoller.jsx b/src/components/SkillRoller.jsx index 9245c98..97e225b 100644 --- a/src/components/SkillRoller.jsx +++ b/src/components/SkillRoller.jsx @@ -52,6 +52,28 @@ function skillTrainingLabel(skill) { return 'Untrained -20' } +// Deathwatch Basic Skills (may be attempted untrained at -20). Every other skill +// is Advanced and cannot be used untrained — the app still permits a manual +// Target override for GM rulings. List mirrors the rules database classification. +const BASIC_SKILLS = new Set([ + 'awareness', 'carouse', 'charm', 'climb', 'command', 'concealment', + 'contortionist', 'deceive', 'dodge', 'evaluate', 'gamble', 'inquiry', + 'intimidate', 'logic', 'scrutiny', 'search', 'silent move', 'swim', +]) + +function skillBaseName(name) { + return String(name || '').replace(/\([^)]*\)/g, '').trim().toLowerCase() +} + +function isAdvancedSkill(name) { + if (!name) return false + return !BASIC_SKILLS.has(skillBaseName(name)) +} + +function isSkillUntrained(skill) { + return !(skill?.trained || skill?.plus10 || skill?.plus20) +} + export default function SkillRoller({ playerSkills, playerCharacteristics, onResult, onReplaceResult, fate, spendFate, setError, setInfo }) { const [skillRollName, setSkillRollName] = useState('') const [skillRollModifier, setSkillRollModifier] = useState(0) @@ -83,6 +105,11 @@ export default function SkillRoller({ playerSkills, playerCharacteristics, onRes ? Math.max(1, Math.min(100, skillTargetOverrideNum)) : selectedSkillTarget + // Advanced Skills cannot be attempted untrained (unless a manual Target overrides). + const selectedSkillIsAdvanced = skillRollName ? isAdvancedSkill(skillRollName) : false + const selectedSkillUntrained = selectedSkill ? isSkillUntrained(selectedSkill) : true + const blockedUntrainedAdvanced = !hasSkillTargetOverride && !!skillRollName && selectedSkillIsAdvanced && selectedSkillUntrained + function rollSkillCheck() { setError('') setInfo('') @@ -90,6 +117,10 @@ export default function SkillRoller({ playerSkills, playerCharacteristics, onRes setError('Select a skill or enter a target number') return } + if (blockedUntrainedAdvanced) { + setError(`${skillRollName} is an Advanced Skill and cannot be used untrained — train it, or set a manual Target to override.`) + return + } let roll if (manualSkillRoll.trim()) { const parsed = parseInt(manualSkillRoll.trim(), 10) @@ -142,7 +173,7 @@ export default function SkillRoller({ playerSkills, playerCharacteristics, onRes
Skill Check
Uses this player sheet's skills and characteristics.
- +
@@ -175,6 +206,11 @@ export default function SkillRoller({ playerSkills, playerCharacteristics, onRes = {selectedSkillCharacteristic} {selectedSkillBase} {selectedSkillTrainingBonus >= 0 ? '+' : ''}{selectedSkillTrainingBonus} training {Number(skillRollModifier) ? `${Number(skillRollModifier) > 0 ? '+' : ''}${Number(skillRollModifier)} mod` : '+0 mod'} )}
+ {blockedUntrainedAdvanced && ( +
+ {skillRollName} is an Advanced Skill and can't be used untrained. Train the skill, or enter a manual Target to override (GM ruling). +
+ )} { mockAxiosForPlayer(sceneWithNpc); render(); await waitFor(() => expect(screen.getByText('Initiative Order')).toBeInTheDocument()); - expect(screen.getByText('Corrupted Magos')).toBeInTheDocument(); + expect(screen.getAllByText('Corrupted Magos').length).toBeGreaterThan(0); expect(screen.getAllByText('NPC').length).toBeGreaterThan(0); }); }); @@ -353,6 +365,17 @@ describe('Issue #4 — Combat state synced to localStorage for Dice Roller', () expect(stored.round).toBe(1); }); + test('combat state includes current and next turn order in localStorage', async () => { + mockAxiosForPlayer(scene2CombatWithInitiatives); + render(); + await waitFor(() => expect(screen.getByText('Initiative Order')).toBeInTheDocument()); + const stored = JSON.parse(localStorage.getItem('dw:combat-state') || 'null'); + expect(stored.currentTurn?.name).toBe('Gaunt Alpha'); + expect(stored.nextTurn?.name).toBe('anders'); + expect(Array.isArray(stored.initiativeOrder)).toBe(true); + expect(stored.initiativeOrder[0]?.name).toBe('anders'); + }); + test('round number is written to localStorage on round change', async () => { const sceneRound3 = { ...scene2Combat, @@ -375,6 +398,36 @@ describe('Issue #4 — Combat state synced to localStorage for Dice Roller', () }); }); +describe('Issue #4b — Initiative turn order advances through rounds', () => { + test('GM can advance initiative and wrap to the next round', async () => { + mockAxiosForGM([{ ...scene2CombatWithInitiatives }]); + render(); + + await waitFor(() => expect(screen.getByText('Initiative Order')).toBeInTheDocument()); + expect(screen.getAllByText((content, node) => Boolean(node?.textContent?.includes('Current:') && node.textContent.includes('Gaunt Alpha'))).length).toBeGreaterThan(0); + expect(screen.getAllByText((content, node) => Boolean(node?.textContent?.includes('Next:') && node.textContent.includes('anders'))).length).toBeGreaterThan(0); + + fe.click(screen.getAllByText('Next turn')[0]); + + await waitFor(() => { + expect(axios.put).toHaveBeenCalledWith( + '/api/missions/9/progress', + expect.objectContaining({ + currentScene: 0, + scenes: expect.arrayContaining([ + expect.objectContaining({ + combatState: expect.objectContaining({ + round: 2, + turnKey: 'player:anders', + }), + }), + ]), + }) + ); + }); + }); +}); + // ────────────────────────────────────────────────────────────────────────────── // Issue #5 — Check reward hidden until after roll // ──────────────────────────────────────────────────────────────────────────────